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

Author(s)Sowers, Ainsley
Date Accessioned2024-06-11T20:30:58Z
Date Available2024-06-11T20:30:58Z
Publication Date2024-05
AbstractObjectives: 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 viii 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.
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URLhttps://udspace.udel.edu/handle/19716/34462
Languageen_US
PublisherUniversity of Delaware
TitleThe 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
TypeThesis
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