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Use of active video gaming in children with neuromotor dysfunction

HICKMAN R; POPESCU L; MANZANARES R; MORRIS B; LEE SP; DUFEK JS
DEV MED CHILD NEUROL , 2017, vol. 59, n° 9, p. 903-911
Doc n°: 184460
Localisation : Documentation IRR

D.O.I. : http://dx.doi.org/DOI:10.1111/dmcn.13464
Descripteurs : AD3 - MOTRICITE

AIM: To examine current evidence on use of active video gaming (AVG) to improve
motor function in children with movement disorders including cerebral palsy,
developmental coordination disorder, and Down syndrome. METHOD: Scopus, MEDLINE,
Cochrane Library, EMBASE, and CINAHL were searched. Included papers studied the
use of AVG for improving movement-related outcomes in these populations.
Parameters studied included health condition, strength of evidence, AVG delivery
methods, capacity for individualizing play, outcomes addressed, effectiveness for
achieving outcomes, and challenges/limitations. RESULTS: The 20 extracted
articles varied in quality. Studies involved children with six different
conditions using AVG in clinical, home, or school settings for 49 different motor
outcomes. Dosage varied in frequency and duration. Choice of games played and
difficulty level were therapist determined (n=6) or child controlled (n=14). The
most common study limitations were small sample sizes and difficulty
individualizing treatment. All articles showed improvement in outcomes with AVG,
although differences were not consistently significant compared with conventional
therapy. INTERPRETATION: Heterogeneity of measurement tools and target outcomes
prevented meta-analysis or development of formal recommendations. However, AVG is
feasible and shows potential for improving outcomes in this population.
Additional investigations of dosing variables, utility as a home supplement to
clinical care, and outcomes with larger sample sizes are merited.
CI - (c) 2017 Mac Keith Press.

Langue : ANGLAIS

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