Case Studies on the Feasibility of Exergaming to Enhance Physical Activity in Youth with Autism Spectrum Disorders

Friday, May 18, 2012
Sheraton Hall (Sheraton Centre Toronto)
9:00 AM
A. C. Foran and S. A. Cermak, Occupational Science & Occupational Therapy, University of Southern California, Los Angeles, CA
Background:  

Exergames (or active videogames) may be especially applicable to youth with Autism Spectrum Disorders (ASD) because they allow the individual to see him/herself projected on the screen interacting with the game environment, a feature not available in traditional videogames. When players can see themselves on the screen, they are better able to understand that they are causing the actions and movements they see, unlike other videogames, which are often too abstract for youth with ASD to understand. In addition, because players use their body to control the exergame, no hand-held controller is needed, so users are not limited by decreased fine motor and eye-hand coordination which could impede their ability to play typical videogames. No known studies measuring the effects of exergaming on PA in youth with ASD currently exist.

Objectives:  

This series of individual case studies examined the effect of exergaming on youth with ASD. The case studies explored the feasibility of using an exergaming system with youth with ASD, including their ability to learn to use the system and how much assistance was required, their level of enjoyment/motivation, and the physiological effects of playing such as change in heart rate (HR), energy expenditure (EE), and coordination.

Methods:  

With researcher support, youth with ASD (age 10-14) participated in exergaming 1-2 times per week for approximately 45 minutes each session (total of six sessions over the course of 3-6 weeks, depending on family schedule and availability). The sessions took place either in the participant's home or in a University research building.

Results:  

Qualitative analysis was conducted on written and videorecorded data, and presented in a case-series format. Analysis included a summary of the level of assistance each subject needed to participate in exergaming, learning effect over the course of the program, and subjects’ enjoyment and perceived exertion after exergaming. The predictive powers of level of assistance, enjoyment, and perceived exertion on PA level were examined. Descriptive statistics were used to present quantitative data such as average HR and EE, and simple correlations were performed to explore the relationships between PA levels and parameters such as enjoyment and demographic profile. Transcripts and field notes were read through to uncover emergent themes. Because no studies have been reported on the use of exergaming to improve the fitness of with youth with ASD, this series of case studies will serve to inform future research that will potentially contribute to obesity prevention and health promotion for this population.

Conclusions:  

The benefits of exergaming for youth with ASD who may not typically have access to organized sports programs and other opportunities for PA in the community are reported. Results of this study are valuable for the development of more accessible exergaming systems, as describe the ability of youth with ASD to learn exergaming, how much assistance is required, levels of enjoyment/motivation, and physiological effects of exergame play. For youth who are primarily sedentary, exergaming may be a socially and developmentally appropriate activity that can increase daily PA and assist in weight management.

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