2022
DOI: 10.1016/j.rasd.2022.101953
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The non-fitness-related benefits of exergames for young individuals diagnosed with autism spectrum disorder: A systematic review

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Cited by 5 publications
(6 citation statements)
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“…Following a recent systematic review on exergaming for autistic children (Morris et al 2022) and the consultation held with members of the autism community, it was anticipated that a six-week exergaming programme would be sufficient to maintain the attention of young autistic individuals and potentially elicit beneficial effects. Therefore, child-parent dyads were requested to complete 12 Just Dance sessions (two sessions each week at a convenient time) across a sixweek timeframe.…”
Section: Exergame Interventionmentioning
confidence: 99%
“…Following a recent systematic review on exergaming for autistic children (Morris et al 2022) and the consultation held with members of the autism community, it was anticipated that a six-week exergaming programme would be sufficient to maintain the attention of young autistic individuals and potentially elicit beneficial effects. Therefore, child-parent dyads were requested to complete 12 Just Dance sessions (two sessions each week at a convenient time) across a sixweek timeframe.…”
Section: Exergame Interventionmentioning
confidence: 99%
“…Em relação à Plataforma de execução dos jogos, apenas 9 artigos trouxeram esse dado de forma confiável. Além disso, foi comum uma heterogeneidade nas descrições: como exemplo, pode-se citar que alguns artigos [Fang et al, 2019;Jiménez-Muñoz et al, 2022;Milajerdi, Ordooiazar & Dewey, 2023;Morris, Hope & Mills, 2022] traziam nomes de consoles, como Xbox ou Nintendo Wii, mas outros [Silva et al, 2021;Tsikinas & Xinogalos, 2019] apenas usavam a palavra "console" para se referir a algum deles de modo mais genérico. Considerando isso, notou-se que a grande maioria dos jogos foi produzida para a plataforma PC (onde se consideram computadores de forma geral).…”
Section: Resultsunclassified
“…Considerando isso, notou-se que a grande maioria dos jogos foi produzida para a plataforma PC (onde se consideram computadores de forma geral). Depois, aparece um equilíbrio em menções de jogos para Console (mencionados através do próprio termo ou por consoles específicos), Dispositivos móveis (agrupamento de smartphones, tablets, celulares e afins) e Kinect (considerando menções ao nome do dispositivo que não esclareciam se o jogo era executado em um computador ou XBox) [Fang et al, 2019;Iosa et al, 2022;Milajerdi, Ordooiazar & Dewey, 2023;Morris, Hope & Mills, 2022]. Ainda, outras plataformas foram citadas, como CyberCycling e Makoto Arena, mencionados em [Fang et al, 2019;Milajerdi, Ordooiazar & Dewey, 2023;Morris, Hope & Mills, 2022], e dispositivos de realidade virtual [Silva et al, 2021], mas em quantidades bem inferiores aos demais, e em [Brancato et al, 2020] usou-se o termo "multiplataforma", mas sem detalhes.…”
Section: Resultsunclassified
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“…To understand how cooperative games impact kids with developmental disabilities, especially in terms of anxiety effects, more research is necessary. Studies on competitive and solitary behaviours in children with developmental disabilities have often concentrated on how they affect limited and repetitive behaviours, physical activity, cognitive function, and social skills [17] [18]. However, there is insufficient data to determine how playing solitary and competitive video games affects anxiety levels, particularly in kids with developmental disabilities.…”
mentioning
confidence: 99%