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Can use of active virtual reality games improve motor competence in children with developmental coordination disorder?

Among children with developmental coordination disorder, does use of active virtual reality games lead to improved motor competence, physical activity and mental health?

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12611000400965
Enrollment
21
Registered
2011-04-15
Start date
2011-02-26
Completion date
2011-04-02
Last updated
2020-01-13

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Brief summary

Background A healthy start to life requires adequate motor development and physical activity participation. Currently 5-15% of children have impaired motor development without any obvious disorder. These children are at greater risk of obesity, musculoskeletal disorders, low social confidence and poor mental health. Traditional electronic game use may impact on motor development and physical activity creating a vicious cycle. However new virtual reality (VR) game interfaces may provide motor experiences that enhance motor development and lead to an increase in motor coordination and better physical activity and mental health outcomes. VR games are beginning to be used for rehabilitation, however there is no reported trial of the impact of these games on motor coordination in children with developmental coordination disorder. Methods This cross-over randomised and controlled trial will examine whether motor coordination is enhanced by access to active electronic games and whether daily activity, attitudes to physical activity and mental health are also enhanced. Thirty children aged 10-12 years with poor motor coordination (below 15th percentile) will be recruited and randomised to a balanced ordering of ‘no active electronic games’ and ‘active’ electronic games. Each child will participate in both conditions for 16 weeks, and be assessed prior to participation and at the end of each condition. The primary outcome is motor coordination, assessed by kinematic and kinetic motion analysis laboratory measures. Physical activity and sedentariness will be assessed by accelerometry, coordination in daily life by parent report questionnaire and attitudes to physical activity, self-confidence, anxiety and depressed mood will be assessed by self report questionnaire. Discussion This is the first trial to examine the impact of new virtual reality games on motor coordination in children with developmental coordination disorder. The findings will provide critical information to understand whether these electronic games can be used to have a positive impact on the physical and mental health of these children. Given the importance of adequate motor coordination, physical activity and mental health in childhood, this project can inform interventions which could have a profound impact on the long term health of this group of children.

Interventions

‘Active electronic games’ will involve the provision of a Sony PlayStation 3 with Move and Eye input devices and Microsoft Xbox360 with Kinect input device and a range of non-violent games for 16 weeks. PlayStation 3 games include: Sports Champions, Start the Party, TV Superstars and EyePet. Xbox360 games include: Kinect Sports, Motion Sports, Kinect Adventures, Sonic - Free Riders, Dance Central and Dr Kawashima's Body and Brain Exercises. Children are requested to play these games for at least

‘Active electronic games’ will involve the provision of a Sony PlayStation 3 with Move and Eye input devices and Microsoft Xbox360 with Kinect input device and a range of non-violent games for 16 weeks. PlayStation 3 games include: Sports Champions, Start the Party, TV Superstars and EyePet. Xbox360 games include: Kinect Sports, Motion Sports, Kinect Adventures, Sonic - Free Riders, Dance Central and Dr Kawashima's Body and Brain Exercises. Children are requested to play these games for at least 20 minutes each day for at least 5 days a week. Actual dose is monitored by children keeping a diary and regular phone calls to the children to record the diary data at study headquarters. Half of the children start with this condition then crossover to the control condition and half will follow the opposite order. There will be no real wash-out period between conditions as outcomes measures from the end of the 16 week conditions will be used.

Sponsors

Curtin University
Lead SponsorUniversity

Study design

Allocation
Randomised controlled trial
Intervention model
Crossover
Primary purpose
Treatment
Masking
Open (masking not used)

Eligibility

Sex/Gender
All
Age
10 Years to 12 Years
Healthy volunteers
Yes

Inclusion criteria

Scoring in the bottom 15 percent on the Movement Assessment Battery for Children - version 2. Otherwise healthy. Able to play electronic games on most days. Metropolitan Perth.

Exclusion criteria

Diagnosed disorder likely to impact on coordination, study participation or electronic game use. Live in a shared arrangement where child spends a significant amount of time in different houses and is unable to maintain game access.

Outcome results

None listed

Source: ANZCTR · Data processed: Mar 28, 2026