ArticleJMIR formative research2021
The Adaptive GameSquad Xbox-Based Physical Activity and Health Coaching Intervention for Youth With Neurodevelopmental and Psychiatric Diagnoses: Pilot Feasibility Study.
Article in JMIR formative research, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT03665415 (Engaging Children With Mental Health and Developmental Disabilities and Their Parents to Adopt a Healthy Lifestyle), which is not on this map. Cited by 10 papers, 1 of them a synthesis that pooled it.
What it found
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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.
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.
Engaging Children With Mental Health and Developmental Disabilities and Their Parents to Adopt a Healthy Lifestyle: Piloting the Game Squad Home Exergaming & Virtual Health Coaching Intervention
Who cites it
10 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Exergame-Based Behavior Change Interventions for Promoting Physical Activity: Systematic Review and Meta-Analysis of Randomized Controlled Studies.Journal of medical Internet research · 2025Pooled it
- An Active Approach to Behavior: Exergaming Bike Breaks for Students with Disabilities.Behavioral sciences (Basel, Switzerland) · 2026Article
- Effects of Exergame-Based Interventions on Executive Functions and Motor Skills in Children with Autism Spectrum Disorder: A Systematic Review.Sports (Basel, Switzerland) · 2026Review
- Clinician Perspectives on Incorporating Physical Activity and Sleep Prescriptions Using eHealth for Youth With Comorbid Psychiatric Disorders: Qualitative Focus Group Study.JMIR formative research · 2025Article
- Improving health behaviors and symptoms in youth with mental health disorders: The GamerFit RCT.Mental health and physical activity · 2025Article
- The Adoption of the GameSquad Exergaming Intervention for Young Adults with Down Syndrome: A Qualitative Analysis.Medical research archives · 2025Article
- The adaptation of the GameSquad exergaming intervention for young adults with Down syndrome: A pilot feasibility study.Disability and health journal · 2025Article
- Promoting Physical and Mental Health among Children and Adolescents via Gamification-A Conceptual Systematic Review.Behavioral sciences (Basel, Switzerland) · 2024Review
- GamerFit-ASD beta test: adapting an evidence-based exergaming and telehealth coaching intervention for autistic youth.Frontiers in pediatrics · 2023Article
- Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion.Frontiers in digital health · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
11 authors.
Funding
Abstract
backgroundThe prevalence of neurodevelopmental and psychiatric diagnoses (NPDs) in youth is increasing, and unhealthy physical activity (PA), diet, screen time, and sleep habits contribute to the chronic disease disparities and behavioral challenges this population experiences.
objectiveThis pilot study aims to adapt a proven exergaming and telehealth PA coaching intervention for typically developing youth with overweight or obesity; expand it to address diet, screen, and sleep behaviors; and then test its feasibility and acceptability, including PA engagement, among youth with NPDs.
methodsParticipants (N=23; mean age 15.1 years, SD 1.5; 17 males, 9 people of color) recruited in person from clinic and special education settings were randomized to the Adaptive GameSquad (AGS) intervention or wait-list control. The 10-week adapted intervention included 3 exergaming sessions per week and 6 real-time telehealth coaching sessions. The primary outcomes included feasibility (adherence to planned sessions), engagement (uptake and acceptability as reported on process questionnaires), and PA level (combined light, moderate, and vigorous as measured by accelerometer). Descriptive statistics summarized feasibility and engagement data, whereas paired, two-tailed t tests assessed group differences in pre-post PA.
resultsOf the 6 coaching sessions, AGS participants (n=11; mean age 15.3 years, SD 1.2; 7 males, 4 people of color) completed an average of 5 (83%), averaging 81.2 minutes per week of exergaming. Of 9 participants who completed the exit questionnaire, 6 (67%) reported intention to continue, and 8 (89%) reported feeling that the coaching sessions were helpful. PA and sleep appeared to increase during the course of the intervention over baseline, video game use appeared to decrease, and pre-post intervention PA per day significantly decreased for the control (-58.8 min; P=.04) but not for the intervention group (-5.3 min; P=.77), despite potential seasonality effects. However, beta testers and some intervention participants indicated a need for reduced complexity of technology and more choice in exergames.
conclusionsAGS shows promise in delivering a health behavior intervention remotely to youth with NPDs, but a full-scale efficacy trial with a larger sample size is needed to confirm this finding. On the basis of feedback from beta testers and intervention participants, the next steps should include reduced technology burden and increased exergame choice before efficacy testing.
trial registrationClinicalTrials.gov NCT03665415; https://clinicaltrials.gov/ct2/show/NCT03665415.
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