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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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Figure 2.

Example of the conceptual model of active video gaming applied to a youth with cerebral palsy. RERC RecTech=Rehabilitation Engineering Research Center on Interactive Exercise Technologies and Exercise Physiology for People With Disabilities, UE=upper extremity, LE=lower extremity.

Figure 1.
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Figure 1.

Conceptual model of active video gaming for youth with physical disabilities. RERC RecTech=Rehabilitation Engineering Research Center on Interactive Exercise Technologies and Exercise Physiology for People With Disabilities.

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Figure 3.

A large platform that sits on top of the Wii Balance Board as an example of an adaptation to allow wheelchair users to play games that require use of the balance board.

Tables

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Table.

Summary of Studies That Explored the Use of AVGs for Youth With Disabilitiesa

  • ↵a AVG=active video game, MET=metabolic equivalent, CP=cerebral palsy, ROM=range of motion, GMFCS=Gross Motor Function Classification System, HR=heart rate, HRR=heart rate reserve, DDR=Dance Dance Revolution, EE=energy expenditure, UE=upper extremity, LE=lower extremity, V̇o2=oxygen consumption, RPE=rate of perceived exertion, ISO=International Organization of Standardization.

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Vol 96 Issue 4 Table of Contents
Physical Therapy: 96 (4)

Issue highlights

  • Confidence and Fear of Falling Avoidance Behavior in Older Adults
  • Reliability of the ECHOWS Tool
  • Functional Gait Assessment in Older Adults
  • Community-Based Exercise for People With Stroke
  • Knee Osteoarthritis and Promoting Exercise Adherence
  • Test Comparisons in Predicting Falls in Parkinson Disease
  • Scapular Position Using the Protractor Method
  • Physical Activity and Physical Fitness in Autism
  • 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
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Show more Perspectives

Subjects

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

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