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Children With Developmental Coordination Disorder Play Active Virtual Reality Games Differently Than Children With Typical Development

Leandra Gonsalves, Amity Campbell, Lynn Jensen, Leon Straker
DOI: 10.2522/ptj.20140116 Published 1 March 2015
Leandra Gonsalves
L. Gonsalves, BSc(hons), School of Physiotherapy and Exercise Science, Curtin University, Perth, Western Australia, Australia.
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Amity Campbell
A. Campbell, BSc(hons), PhD, School of Physiotherapy and Exercise Science, Curtin University.
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Lynn Jensen
L. Jensen, BAppSc, PostgradDip, MSc, School of Physiotherapy and Exercise Science, Curtin University.
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Leon Straker
L. Straker, BAppSc, MSc, PhD, School of Physiotherapy and Exercise Science, Curtin University, GPO Box U1987, Perth, Western Australia, Australia 6845.
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Figures

Figure 1.
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Figure 1.

Hand path distance (mean ± standard deviation) during backhand strokes by children with developmental coordination disorder (DCD) and children with typical development (TD) using Move and Kinect active virtual reality games (AVG). Asterisk indicates significant differences between game types.

Figure 2.
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Figure 2.

Maximum wrist angle (°) (mean±standard deviation) achieved during forehand strokes by children with developmental coordination disorder (DCD) and children with typical development (TD) using Move and Kinect active virtual reality games (AVG). Asterisk indicates significant differences between groups.

Tables

Table 1.
Table 1.

Characteristics of Children With Developmental Coordination Disorder (DCD) and Children With Typical Development (TD)a

  • ↵a All measurements are expressed as mean (SD) unless otherwise stated.

Table 2.
Table 2.

Hand Path Measurements Collected From Children With Developmental Coordination Disorder (DCD) and Children With Typical Development (TD) Playing Table Tennis Using Move and Kinect Active Virtual Reality Games (AVG)a

  • ↵a All measurements are expressed as mean (SD).

  • b Two participants in the TD group had motion analysis data that were missing or corrupted and, therefore, were not included in the analyses.

  • c Indicates a significant difference between AVG types (P<.05).

  • d Indicates a significant difference between groups (P<.05).

Table 3.
Table 3.

Wrist and Elbow Angle (°) Measurements Collected From Children With Developmental Coordination Disorder (DCD) and Children With Typical Development (TD) Playing Table Tennis Using Move and Kinect Active Virtual Reality Games (AVG)a

  • ↵a All measurements are expressed as mean (SD). Positive values represent wrist or elbow flexion, and negative values represent wrist or elbow extension.

  • b Two participants in the TD group had motion analysis data that were missing or corrupted and, therefore, were not included in the analyses.

  • c Indicates a significant difference between groups (P<.05).

  • d Indicates a significant difference between AVG types (P<.05).

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Vol 95 Issue 3 Table of Contents
Physical Therapy: 95 (3)

Issue highlights

  • Physical Therapist Interventions for Parkinson Disease
  • Effectiveness of Passive Physical Modalities for Shoulder Pain: Systematic Review by the Ontario Protocol for Traffic Injury Management Collaboration
  • Effectiveness of the Godelieve Denys-Struyf (GDS) Method in People With Low Back Pain: Cluster Randomized Controlled Trial
  • Safety and Feasibility of Transcranial Direct Current Stimulation in Pediatric Hemiparesis: Randomized Controlled Preliminary Study
  • Patients' Use of a Home-Based Virtual Reality System to Provide Rehabilitation of the Upper Limb Following Stroke
  • Children With Developmental Coordination Disorder Play Active Virtual Reality Games Differently Than Children With Typical Development
  • Grip Force Modulation Characteristics as a Marker for Clinical Disease Progression in Individuals With Parkinson Disease: Case-Control Study
  • Balance Training Using an iPhone Application in People With Familial Dysautonomia: Three Case Reports
  • Physical Therapy 2.0: Leveraging Social Media to Engage Patients in Rehabilitation and Health Promotion
  • Perspectives on the Evolution of Mobile (mHealth) Technologies and Application to Rehabilitation
  • Professionalism in a Digital Age: Opportunities and Considerations for Using Social Media in Health Care
  • Emergence of Virtual Reality as a Tool for Upper Limb Rehabilitation: Incorporation of Motor Control and Motor Learning Principles
  • “Kinect-ing” With Clinicians: A Knowledge Translation Resource to Support Decision Making About Video Game Use in Rehabilitation
  • Considerations in the Efficacy and Effectiveness of Virtual Reality Interventions for Stroke Rehabilitation: Moving the Field Forward
  • Interdisciplinary Concepts for Design and Implementation of Mixed Reality Interactive Neurorehabilitation Systems for Stroke
  • Role of Body-Worn Movement Monitor Technology for Balance and Gait Rehabilitation
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Children With Developmental Coordination Disorder Play Active Virtual Reality Games Differently Than Children With Typical Development
Leandra Gonsalves, Amity Campbell, Lynn Jensen, Leon Straker
Physical Therapy Mar 2015, 95 (3) 360-368; DOI: 10.2522/ptj.20140116

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Children With Developmental Coordination Disorder Play Active Virtual Reality Games Differently Than Children With Typical Development
Leandra Gonsalves, Amity Campbell, Lynn Jensen, Leon Straker
Physical Therapy Mar 2015, 95 (3) 360-368; DOI: 10.2522/ptj.20140116
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