Using Technology for Physical Activity: A Pilot Study on Heart Rate Response and Game Preferences.

This exploratory study sought to determine the effectiveness of using active video games, also known as exergames, to promote physical activity in persons with intellectual and developmental disabilities (IDD) and whether participants had difference in heart rate response and personal preferences fo...

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Detalles Bibliográficos
Publicado en:Annual in Therapeutic Recreation Vol. 23; pp. 31 - 41
Autores principales: Coyle, Catherine, Shank, John, Wilhite, Barbara, Komaroff, Eugene
Formato: research tables/charts Journal Article
Publicado: American Therapeutic Recreation Association (ATRA) 2016
Acceso en línea:Ver este registro en EBSCOhost
Descripción
Sumario:This exploratory study sought to determine the effectiveness of using active video games, also known as exergames, to promote physical activity in persons with intellectual and developmental disabilities (IDD) and whether participants had difference in heart rate response and personal preferences for Nintendo's Wii™ Sports versus Sony Play Station's Dance Dance Revolution® (DDR®). Using a cross-over design, subjects (n=23) participated in two 45-minute sessions that incorporated both DDR® and Wii™ Sports. While both exergames resulted in increased heart rate (HR), DDR® game play proved to be statistically more effective in elevating HR than Wii™ game play (p=0.006). A preference for Wii™ Sports was reported. Findings indicate that these particular exergames appear to be a feasible, effective, and enjoyable option for increasing physical activity levels in this population and is deserving of continued investigation.