The short term effect of Xbox Kinect active videogame on physical activity levels and executive function in children with and without autism spectrum disorder

Date
2015
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University of Delaware
Abstract
The care and loss of quality of life that accompanies the rising number of children identified with autism spectrum disorder (ASD) poses a significant strain on society. Identification of children has increased from 1 in 88 in 2012 to 1 in 68 in 2014. This population has a higher incidence of sedentary lifestyles making them at greater risk for many obesity-related health complications. In addition, executive function (EF) deficits have far reaching impact on functional skills, such as academic, socialization, communication, home life, healthcare and overall required care. Physical Activity (PA) could be a cost effective and multidimensional intervention to decrease healthcare and educational costs, and improve functional outcomes in individuals with ASD. Due to the high interest and already established virtual reality interventions in this population, the commercially available Xbox Kinect active videogame (AVG) has the potential of improving routine participation. The new infrared 3D technology provides additional feedback to the user that promotes use of the full body compared to the previous single point sensors. This study investigated the levels of PA and impact on executive function using 2 fast paced fully body games played on the system compared to walking and sedentary video-game (SVG). Methods: A group of 8-11 years old boys with ASD were age matched to a typically developing (TD) group and completed 3 PA conditions (AVG, SVG, walking). From an initial sample of 11 ASD and 11 TD boys, 9 ASD and 8 TD boys, completed all conditions. Activity count (AC) and percent time in moderate to vigorous physical activit (MVPA) were measured using an Actical Resperonics Minimeter Accelerometer during 20 minute x i activity bouts. The Inquisit Children Modified Flanker captured the reponse time and accuracy in six ASD and five TD boys. A repeated measure ANOVA followed by post hoc analysis was used AC and % MVPA. Results: The groups did not differ in either AC (p = .273) or % MVPA (p = .107). In Conditions, post hoc analysis revealed both % MVPA and AC in the SVG condition was significantly lower than the AVG condition (p < .001), which in turn was significantly lower than walking (p <.001). The lack of group differences between the AVG and walking suggests children with ASD do not require adaptations to participate in these activities. In terms of conditions, while % MVPA was highest in walking, over 77.65% time of the interval was achieved with the AVG. EF: A within group Freidman’s ANOVA followed by a post hoc Wilcoxon were used to analyze differences in response time and accuracy among conditions. The TD group had no significant differences in both response time and accuracy. In the ASD group, accuracy approached significance (p = .058) and no other differences were found. Pairwise comparison analysis revealed a significant difference in AVG posttest to the pretest (p = .043) and the AVG posttest to SVG posttest (p = .043) values. Conclusion: An acute bout of the AVG could be used as a mechanism to facilitate increased PA, and to improve EF through the use of the readily available reasonably priced Kinect unit in children with ASD.
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