2019
DOI: 10.1111/bjet.12886
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Hop.Skip.Jump.Games: The effect of “principled” exergameplay on children's locomotor skill acquisition

Abstract: Sedentary past‐times such as video gameplay are cited as having a negative effect on children's Fundamental Motor Skills (FMS) acquisition. Conversely, “exergames” utilise 3D sensor control systems (eg, Kinect®) to offer full body interactive user experiences in which FMS outputs are often part of the game “play” experience. This study evaluated the impact that participation in (1) commercial exergames and, (2) purpose‐built exergames had on user locomotor skill outcomes (run, hop, skip, jump and slide) when b… Show more

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Cited by 18 publications
(31 citation statements)
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“…Following screening and cross-referencing the reference lists of included studies, 10 studies satisfied the preceding inclusion criteria (See Figure 1). Of the included studies, two studies (20%) targeted preschool children aged 3-5 years, seven studies (70%) targeted school children aged 6-12 years [25][26][27][39][40][41]43], and one study (10%) focused on children with overweight and obesity aged 9-12 years [31]. Among the included studies, eight RCTs (80%) and one quasi-experiment study (10%) were performed in school settings and one RCT (10%) was conducted in a laboratory setting [26].…”
Section: Resultsmentioning
confidence: 99%
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“…Following screening and cross-referencing the reference lists of included studies, 10 studies satisfied the preceding inclusion criteria (See Figure 1). Of the included studies, two studies (20%) targeted preschool children aged 3-5 years, seven studies (70%) targeted school children aged 6-12 years [25][26][27][39][40][41]43], and one study (10%) focused on children with overweight and obesity aged 9-12 years [31]. Among the included studies, eight RCTs (80%) and one quasi-experiment study (10%) were performed in school settings and one RCT (10%) was conducted in a laboratory setting [26].…”
Section: Resultsmentioning
confidence: 99%
“…The sample size ranged from 36 to 106 participants, and the intervention lengths ranged from 6 to 12 weeks, with an average of 6.8 weeks. With regard to AVGs used, eight studies (80%) employed commercially-available AVGs, such as Nintendo Wii and Xbox Kinect, and one study developed their own purpose-built AVG [25]. Overall, these articles were published during a period from January 2012 to May 2020 and across different countries.…”
Section: Resultsmentioning
confidence: 99%
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