You are not logged in.

Playing Active Video Games may not develop movement skills: an intervention trial

Barnett, Lisa M., Ridgers, Nicola D., Reynolds, John, Hanna, Lisa and Salmon, Jo 2015, Playing Active Video Games may not develop movement skills: an intervention trial, Preventive medicine reports, vol. 2, pp. 673-678, doi: 10.1016/j.pmedr.2015.08.007.

Attached Files
Name Description MIMEType Size Downloads

Title Playing Active Video Games may not develop movement skills: an intervention trial
Author(s) Barnett, Lisa M.ORCID iD for Barnett, Lisa M.
Ridgers, Nicola D.ORCID iD for Ridgers, Nicola D.
Reynolds, John
Hanna, LisaORCID iD for Hanna, Lisa
Salmon, JoORCID iD for Salmon, Jo
Journal name Preventive medicine reports
Volume number 2
Start page 673
End page 678
Total pages 6
Publisher Elsevier
Place of publication Amsterdam, The Netherlands
Publication date 2015-08-01
ISSN 2211-3355
Keyword(s) Children
Fundamental movement skill
Physical self-perception
Summary Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6. weeks (1. h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control) and time (pre and post) and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no). Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Results: Ninety-five Australian children (55% girls; 43% intervention group) aged 4 to 8. years (M 6.2, SD 0.95) participated. Object control skill improved over time (p=0.006) but there was no significant difference (p=0.913) between groups in improvement (predicted means: control 31.80 to 33.53, SED=0.748; intervention 30.33 to 31.83, SED=0.835). A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED=0.362; intervention 18.67 to 18.88, SED=0.406) or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and 'real life' activities. Conclusions: Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.
Language eng
DOI 10.1016/j.pmedr.2015.08.007
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
Copyright notice ©2015, Elsevier
Persistent URL

Connect to link resolver
Unless expressly stated otherwise, the copyright for items in DRO is owned by the author, with all rights reserved.

Version Filter Type
Citation counts: TR Web of Science Citation Count  Cited 0 times in TR Web of Science
Scopus Citation Count Cited 3 times in Scopus
Google Scholar Search Google Scholar
Access Statistics: 176 Abstract Views, 1 File Downloads  -  Detailed Statistics
Created: Thu, 10 Sep 2015, 10:24:37 EST

Every reasonable effort has been made to ensure that permission has been obtained for items included in DRO. If you believe that your rights have been infringed by this repository, please contact