The Efficacy, Feasibility, and Acceptability of a Nintendo Exergaming Intervention on Motor Performance of Children with Autism Spectrum Disorder (ASD): A Pilot Randomized Controlled Trial and Feasibility Study
Date
2024-05
Authors
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Publisher
University of Delaware
Abstract
Objectives: This study aims to investigate the efficacy, feasibility, and acceptability
of a Nintendo Switch exergaming intervention in improving motor
performance/physical activity of children and adolescents with Autism Spectrum
Disorder (ASD).
Methods: Twenty-nine children and adolescents with ASD between the ages of five
and nineteen years were randomly assigned to a Nintendo exergaming (n = 14) or
control (n = 15) group. Those in the exergaming group received the intervention twice
a week for eight weeks, while those in the control group received treatment as usual
during the 8-week intervention period. Motor skills were measured via a standardized
motor assessment, BOT-2, and game specific measures (i.e., game-related scores)
before and after the intervention period. Feasibility and acceptability of the
intervention was assessed through parent, trainer, and participant questionnaires
during and after the intervention. Participants’ enjoyment and fatigue was assessed
after every training session for the exergaming group only.
Results: At the pretest, the exergaming and control groups did not differ in their
baseline BOT-2 (corrected p > 0.0125) and game specific scores (corrected p >
0.0125). At the posttest, the exergaming group improved its BOT-2 body coordination
standard scores (p = 0.00012) and game specific scores for Mighty Pectoralis (p =
0.0027), Core Crushing (p = 0.0012), and Transient Temple (p = 0.0017) compared to
the pretest (i.e., within-group difference). At the posttest, the exergaming group had
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greater BOT-2 body coordination standard scores (p = 0.0038) and Transient Temple
scores (p = 0.0037) compared to the control group (i.e., between-group difference). No
within-group improvements were found in the control group. Questionnaire results,
regarding fatigue, indicated at the end of training on Day 1, 61.5% of participants in
the NE group reported high exhaustion however, at the end of Day 16, 50% of
participants reported high exhaustion (2 = 15.3-56.8, p < 0.001). In terms of
enjoyment, on both Days 1 and 16, 91-93% of participants in the NE group found the
intervention to be highly enjoyable (2 = 150.9, p < 0.0001). Finally, regarding
difficulty, while on Day 1, only 53.8% of participants in the NE group reported low
difficulty, by D16, 76.9% reported low difficulty (2 = 49.9-83.1, p < 0.0001).
Conclusions: Nintendo exergaming was a challenging, beneficial, and enjoyable
intervention that improved autistic youth’s motor performance on standardized and
game-related measures. It is a viable, relatively low-cost tool to promote physical
activity and improve motor coordination in children with ASD.