Evidence map›Paper›PMID 34996473›Full record

ArticleJournal of neuroengineering and rehabilitation2022

Feasibility of a virtual reality-based exercise intervention and low-cost motion tracking method for estimation of motor proficiency in youth with autism spectrum disorder.

Darren R Hocking, Adel Ardalan, Hisham M Abu-Rayya, Hassan Farhat, Anna Andoni, Rhoshel Lenroot, Stan Kachnowski

Erratum issued Registry-linked trialAbstract read
In one paragraph

Article in Journal of neuroengineering and rehabilitation, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. It is linked to trial NCT05392322 (Effects of Virtual Video Reality Gaming on Fine Motor Skills in Children With Down's Syndrome), which is not on this map. Cited by 22 papers, 4 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
22citing papers in PubMed, 4 pooled it
–field-weighted citation impact
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.

NCT05392322 naunknown statusnot on this map

Effects of Virtual Video Reality Gaming on Fine Motor Skills in Children With Down's Syndrome

TypeinterventionalSponsorRiphah International UniversityRan2021 to 2022Enrolled18ConditionsDown's Syndrome, Fine Motor SkillsArmsSelf-help skills, Virtual video reality gaming
3 · Its place in the literature

Who cites it

22 citing papers in PubMed, 4 syntheses or guidelines pooled it.

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  16. [Recent advances in the virtual reality technology for treating children with autism spectrum disorder].Zhongguo dang dai er ke za zhi = Chinese journal of contemporary pediatrics · 2024
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4 · The record

Corrections and comments

5 · Who and what money

Authors and funding

7 authors.

Darren R HockingDevelopmental Neuromotor and Cognition Lab, School of Psychology and Public Health, La Trobe University, Melbourne, VIC, Australia. D.Hocking@latrobe.edu.au.ORCID http://orcid.org/0000-0003-1143-8190
Adel ArdalanZuckerman Mind Brain Behavior Institute, Columbia University, New York, NY, USA.
Hisham M Abu-RayyaSchool of Social Work, University of Haifa, Haifa, Israel.
Hassan FarhatDevelopmental Neuromotor and Cognition Lab, School of Psychology and Public Health, La Trobe University, Melbourne, VIC, Australia.
Anna AndoniHITLAB, Healthcare Innovation & Technology Lab, Columbia University, New York, NY, USA.
Rhoshel LenrootDepartment of Psychiatry, University of New Mexico, Albuquerque, NM, USA.
Stan KachnowskiHITLAB, Healthcare Innovation & Technology Lab, Columbia University, New York, NY, USA.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundMotor impairment is widely acknowledged as a core feature in children with autism spectrum disorder (ASD), which can affect adaptive behavior and increase severity of symptoms. Low-cost motion capture and virtual reality (VR) game technologies hold a great deal of promise for providing personalized approaches to motor intervention in ASD. The present study explored the feasibility, acceptability and potential efficacy of a custom-designed VR game-based intervention (GaitWayXR™) for improving gross motor skills in youth with ASD.

methodsTen children and adolescents (10-17 years) completed six, 20-min VR-based motor training sessions over 2 weeks while whole-body movement was tracked with a low-cost motion capture system. We developed a methodology for using motion tracking data to quantify whole-body movement in terms of efficiency, synchrony and symmetry. We then studied the relationships of the above quantities with standardized measures of motor skill and cognitive flexibility.

resultsOur results supported our presumption that the VR intervention is safe, with no adverse events and very few minor to moderate side-effects, while a large proportion of parents said they would use the VR game at home, the most prohibitive reasons for adopting the system for home therapy were cost and space. Although there was little evidence of any benefits of the GaitWayXR™ intervention in improving gross motor skills, we showed several positive correlations between the standardized measures of gross motor skills in ASD and our measures of efficiency, symmetry and synchrony from low-cost motion capture.

conclusionsThese findings, though preliminary and limited by small sample size, suggest that low-cost motion capture of children with ASD is feasible with movement exercises in a VR-based game environment. Based on these preliminary findings, we recommend conducting larger-scale studies with methods for improving adherence to VR gaming interventions over longer periods.

Indexed as

Autism Spectrum DisorderVirtual RealityAdolescentChildExercise TherapyFeasibility StudiesHumansMotor SkillsArtificial neural networkKinectMotion captureMotor skillsTechnology-based interventionVideo gameVirtual reality

Identifiers

PMID34996473
PMCPMC8742363

What OpenQuestion holds

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Registered trials

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.