Effectiveness of Active Video Games in Children With Intellectual Disabilities

NACompletedINTERVENTIONAL
Enrollment

203

Participants

Timeline

Start Date

September 1, 2016

Primary Completion Date

January 31, 2018

Study Completion Date

August 31, 2018

Conditions
Intellectual Disability
Interventions
BEHAVIORAL

Intervention with active video games

Participants in intervention group were paired up by their teachers. Each participant had a classmate playing with him/her, and the waiting time is minimal because Xbox 360 Kinect allowed double play mode. The intervention group was provided with an AVG, the Xbox 360 Kinect technology (Kinect Sports Seasons I \& II, including bowling, soccer, boxing, track and field, table tennis, beach volleyball, golf, tennis). The AVG intervention consisted of two 30-min sessions per week, for a total of 12 weeks. Participants either played in PE classes and/or recess. They had no other specific routing of activities but straight played the AVG during the intervention. They could free to choose games they like in the Xbox 360. The AVGs of Xbox 360 chosen was of moderate to vigorous intensity (3-6 METs) and no matter what games they chose, their PA level would be between moderate and vigorous intensity.

All Listed Sponsors
collaborator

Research Grants Council, Hong Kong

OTHER

lead

Hong Kong Baptist University

OTHER

NCT04277130 - Effectiveness of Active Video Games in Children With Intellectual Disabilities | Biotech Hunter | Biotech Hunter