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Does playing a sports active video game improve young children's ball skill competence?

Johnson, Tara M., Ridgers, Nicola D, Hulteen, Ryan M., Mellecker, Robin R. and Barnett, Lisa M. 2016, Does playing a sports active video game improve young children's ball skill competence?, Journal of science and medicine in sport, vol. 19, no. 5, pp. 432-436, doi: 10.1016/j.jsams.2015.05.002.

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Title Does playing a sports active video game improve young children's ball skill competence?
Author(s) Johnson, Tara M.
Ridgers, Nicola DORCID iD for Ridgers, Nicola D orcid.org/0000-0001-5713-3515
Hulteen, Ryan M.
Mellecker, Robin R.
Barnett, Lisa M.ORCID iD for Barnett, Lisa M. orcid.org/0000-0002-9731-625X
Journal name Journal of science and medicine in sport
Volume number 19
Issue number 5
Start page 432
End page 436
Total pages 5
Publisher Elsevier
Place of publication Amsterdam, The Netherlands
Publication date 2016-05
ISSN 1878-1861
Keyword(s) child
exergaming
fundamental movement skills
motor skills
Xbox
Summary OBJECTIVES: Actual and perceived object control (commonly ball) skill proficiency is associated with higher physical activity in children and adolescents. Active video games (AVGs) encourage whole body movement to control/play the electronic gaming system and therefore provide an opportunity for screen time to become more active. The purpose of this study was to determine whether playing sports AVGs has a positive influence on young children's actual and perceived object control skills. DESIGN: Two group pre/post experimental design study. METHODS: Thirty-six children aged 6-10 years old from one school were randomly allocated to a control or intervention condition. The Test of Gross Motor Development-3 assessed object control skill. The Pictorial Scale of Perceived Competence for Young Children assessed perceived object control skill. The intervention consisted of 6×50min lunchtime AVG sessions on the Xbox Kinect. Two to three sport games were chosen for participants to play each session. General linear models with either perceived object control or actual object control skill as the outcome variables were conducted. Each base model adjusted for intervention status and pre-score of the respective outcome variable. Additional models adjusted for potential confounding variables (sex of child and game at home). RESULTS: No significant differences between the control and intervention groups were observed for both outcomes. CONCLUSIONS: This study found that playing the Xbox Kinect does not significantly influence children's perceived or actual object control skills, suggesting that the utility of the Xbox Kinect for developing perceived and actual object control skill competence is questionable.
Language eng
DOI 10.1016/j.jsams.2015.05.002
Field of Research 110699 Human Movement and Sports Science not elsewhere classified
Socio Economic Objective 920401 Behaviour and Health
HERDC Research category C1 Refereed article in a scholarly journal
ERA Research output type C Journal article
Persistent URL http://hdl.handle.net/10536/DRO/DU:30073794

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Created: Thu, 11 Jun 2015, 10:25:14 EST

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