2017
DOI: 10.2196/resprot.7621
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Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol

Abstract: BackgroundIndividuals with disabilities are typically more sedentary and less fit compared to their peers without disabilities. Furthermore, engaging in physical activity can be extremely challenging due to physical impairments associated with disability and fewer opportunities to participate. One option for increasing physical activity is playing active video games (AVG), a category of video games that requires much more body movement for successful play than conventional push-button or joystick actions. Howe… Show more

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Cited by 12 publications
(13 citation statements)
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“…As defined in the ICF manual, the scoring was as follows: 0, “No difficulty”; 1, “Mild difficulty”; 2, “Moderate difficulty”; 3, “Severe difficulty”; and 4, “Complete difficulty.” The specific ICF tasks selected for use in this study were based on a consensus among the research staff about which mobility activities listed in the ICF would potentially be required for AVG play (eg, standing, reaching, throwing, and jumping) based on observations during the pilot testing. Scores on each of the 18 tasks were added together as a composite to represent participant physical function [9]. A lower composite score indicated greater functional ability on the selected tasks.…”
Section: Methodsmentioning
confidence: 99%
“…As defined in the ICF manual, the scoring was as follows: 0, “No difficulty”; 1, “Mild difficulty”; 2, “Moderate difficulty”; 3, “Severe difficulty”; and 4, “Complete difficulty.” The specific ICF tasks selected for use in this study were based on a consensus among the research staff about which mobility activities listed in the ICF would potentially be required for AVG play (eg, standing, reaching, throwing, and jumping) based on observations during the pilot testing. Scores on each of the 18 tasks were added together as a composite to represent participant physical function [9]. A lower composite score indicated greater functional ability on the selected tasks.…”
Section: Methodsmentioning
confidence: 99%
“…The literature suggests that a sample size of 20 is sufficient for detecting usability issues as measured with the SUS [ 40 ]. To determine usability of the adapted Wii Fit Balance Board, we asked a random subset of participants (n=25) from our larger study [ 41 ] to complete the SUS.…”
Section: Methodsmentioning
confidence: 99%
“…The specific ICF tasks selected for use in this study were based on a consensus among the research staff as to which mobility activities listed in the ICF had the potential to be required for AVG play (eg, standing, reaching, throwing, and jumping) based on observations during the pilot testing. Scores on each of the 18 tasks were added together as a composite to represent participant physical function [9]. A lower composite score indicated greater functional ability on the selected tasks.…”
Section: Functional Assessmentmentioning
confidence: 99%
“…The order of the game sets (Set A, Set B) played was randomly assigned to the participant. Each game set was played for 10 minutes with a rest period of 5 minutes afterwards [9].…”
Section: Ski Slalommentioning
confidence: 99%
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