Evidence map›Paper›PMID 26316530›Full record

ArticlePhysical therapy2016

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

Open access · bronzeAbstract read
In one paragraph

Article in Physical therapy, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 14 papers.

0numbers the graph read from it
0cells of the map it votes in
14citing papers in PubMed
4.6field-weighted citation impact, top 6% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

14 citing papers in PubMed, 38 citations in OpenAlex.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors at 3 institutions in 2 countries.

Jennifer L RowlandJ.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). rowlandj@uhd.edu.
Laurie A MaloneL.A. Malone, PhD, University of Alabama at Birmingham/Lakeshore Foundation Research Collaborative, Birmingham, Alabama.
Cali M FidopiastisC.M. Fidopiastis, PhD, United Technologies Research Center, East Hartford, Connecticut.
Sangeetha PadalabalanarayananS. Padalabalanarayanan, MS, University of Alabama at Birmingham/Lakeshore Foundation Research Collaborative.
Mohanraj ThirumalaiM. Thirumalai, MS, MEng, University of Alabama at Birmingham/Lakeshore Foundation Research Collaborative.
James H RimmerJ.H. Rimmer, PhD, University of Alabama at Birmingham/Lakeshore Foundation Research Collaborative.
Lakeshore Foundation · USUnited Technologies Research Center · IEUniversity of Houston - Downtown · US

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

Children with DisabilitiesMotor ActivityVideo GamesAdolescentChildEnergy MetabolismEquipment DesignHumansPediatric ObesitySedentary Behavior

Identifiers

PMID26316530
PMCPMC4817210
OpenAlexW2262422562

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.