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Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities

Jennifer L. Rowland, Laurie A. Malone, Cali M. Fidopiastis, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai, James H. Rimmer
DOI: 10.2522/ptj.20140258 Published 1 April 2016
Jennifer L. Rowland
J.L. Rowland, PT, PhD, MPH, Center for Public Service and Family Strengths, University of Houston–Downtown, 1002 Commerce St, C-220, Houston, TX 77002 (USA).
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Laurie A. Malone
L.A. Malone, PhD, University of Alabama at Birmingham/Lakeshore Foundation Research Collaborative, Birmingham, Alabama.
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Cali M. Fidopiastis
C.M. Fidopiastis, PhD, United Technologies Research Center, East Hartford, Connecticut.
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Sangeetha Padalabalanarayanan
S. Padalabalanarayanan, MS, University of Alabama at Birmingham/Lakeshore Foundation Research Collaborative.
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Mohanraj Thirumalai
M. Thirumalai, MS, MEng, University of Alabama at Birmingham/Lakeshore Foundation Research Collaborative.
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James H. Rimmer
J.H. Rimmer, PhD, University of Alabama at Birmingham/Lakeshore Foundation Research Collaborative.
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Abstract

This perspective article explores the utility of active video gaming as a means of reducing sedentary behavior and increasing physical activity among youth with physical disabilities and limitations in lower extremity function who typically are excluded from mainstream exercise options. Youth with physical disabilities are disproportionately affected by health problems that result from sedentary behavior, lack of physical activity, and low fitness levels. Physical, programmatic, and attitudinal barriers have a synergistic and compounded impact on youths' ability to participate in physical activity. A recent health and wellness task force recommendation from the American Physical Therapy Association's Section on Pediatrics supports analyzing individualized health behaviors and preferences that are designed to improve fitness, physical activity, and participation in pediatric rehabilitation. This recommendation represents an opportunity to explore nontraditional options to maximize effectiveness and sustainability of pediatric rehabilitation techniques for youth with disabilities who could best benefit from customized programming. One new frontier in promoting physical activity and addressing common physical activity barriers for youth with physical disabilities is active video games (AVGs), which have received growing attention as a promising strategy for promoting health and fitness in children with and without disabilities. The purpose of this article is to discuss the potential for AVGs as an accessible option to increase physical activity participation for youth with physical disabilities and limitations in lower extremity function. A conceptual model on the use of AVGs to increase physical activity participation for youth with physical disabilities is introduced, and future research potential is discussed, including a development project for game controller adaptations within the Rehabilitation Engineering Research Center on Interactive Exercise Technologies and Exercise Physiology for People With Disabilities (RERC RecTech) at the University of Alabama at Birmingham (UAB)/Lakeshore Foundation Research Collaborative.

Footnotes

  • Dr Rowland, Dr Malone, Dr Fidopiastis, Mrs Padalabalanarayanan, Mr Thirumalai, and Dr Rimmer provided concept/idea/project design. All authors provided writing. Mrs Padalabalanarayanan provided project management. Dr Rimmer provided facilities/equipment.

  • The contents of this manuscript were developed under a grant from the National Institute on Disability, Independent Living, and Rehabilitation Research (NIDILRR grant number 90RE5009-01-00) and from an NIDILRR Field Initiated Grant (NIDILRR grant number H133G080120) and a Quality of Life Grant awarded by the Christopher and Dana Reeve Foundation. NIDILRR is a center within the Administration for Community Living (ACL), US Department of Health and Human Services (HHS). The contents of this manuscript do not necessarily represent the policy of NIDILRR, ACL, or HHS, and endorsement by the federal government should not be assumed.

  • Received June 14, 2014.
  • Accepted August 18, 2015.
  • © 2016 American Physical Therapy Association
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Vol 96 Issue 4 Table of Contents
Physical Therapy: 96 (4)

Issue highlights

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  • Scapular Position Using the Protractor Method
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  • Disability and Active Video Gaming
  • BNDF Genotype and Brain Function After Stroke
  • Electrodiagnostic Evaluation and Individuals With Volumetric Muscle Injury
  • Regenerative Rehabilitation and Advanced Technologies in Physical Therapy
  • Physical Therapists and Mechanotherapy
  • Translating Genomic Advances to Physical Therapist Practice
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Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities
Jennifer L. Rowland, Laurie A. Malone, Cali M. Fidopiastis, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai, James H. Rimmer
Physical Therapy Apr 2016, 96 (4) 521-532; DOI: 10.2522/ptj.20140258

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Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities
Jennifer L. Rowland, Laurie A. Malone, Cali M. Fidopiastis, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai, James H. Rimmer
Physical Therapy Apr 2016, 96 (4) 521-532; DOI: 10.2522/ptj.20140258
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  • Article
    • Abstract
    • Conceptual Model for Using Active Video Games (AVGs) as an Accessible Means of Physical Activity for Youth With Physical Disabilities
    • Use of Active Video Gaming in Youth With Disabilities
    • RERC RecTech Project's Approach to Addressing AVG Accessibility for Youth With Physical Disabilities
    • Conclusion
    • Footnotes
    • References
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Subjects

  • Pediatrics
    • Pediatrics: Other
  • Perspectives
  • Health and Wellness/Prevention
  • Intervention
    • Therapeutic Exercise
    • Adaptive/Assistive Devices

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