title: Children with developmental coordination disorder play active virtual reality games differently than children with typical development.
abstract: BACKGROUND
  Active virtual reality gaming (AVG) may be useful for children with developmental coordination disorder (DCD) to practice motor skills if their movement patterns are of good quality while engaged in AVG.
  
  
  OBJECTIVE
  This study aimed to examine: (1) the quality of motor patterns of children with DCD participating in AVG by comparing them with children with typical development (TD) and (2) whether differences existed in the motor patterns utilized with 2 AVG types: Sony PlayStation 3 Move and Microsoft Xbox 360 Kinect.
  
  
  METHODS
  This was a quasi-experimental, biomechanical laboratory-based study.
  
  
  METHODS
  Twenty-one children with DCD, aged 10 to 12 years, and 19 age- and sex-matched children with TD played a match of table tennis on each AVG type. Hand path, wrist angle, and elbow angle were recorded using a motion analysis system. Linear mixed-model analyses were used to determine differences between DCD and TD groups and Move and Kinect AVG type for forehands and backhands.
  
  
  RESULTS
  Children with DCD utilized a slower hand path speed (backhand mean difference [MD]=1.20 m/s; 95% confidence interval [95% CI]=0.41, 1.98); greater wrist extension (forehand MD=34.3°; 95% CI=22.6, 47.0); and greater elbow flexion (forehand MD=22.3°; 95% CI=7.4, 37.1) compared with children with TD when engaged in AVG. There also were differences in movement patterns utilized between AVG types.
  
  
  CONCLUSIONS
  Only simple kinematic measures were compared, and no data regarding movement outcome were assessed.
  
  
  CONCLUSIONS
  If a therapeutic treatment goal is to promote movement quality in children with DCD, clinical judgment is required to select the most appropriate AVG type and determine whether movement quality is adequate for unsupervised practice.
authors.affiliation: L. Gonsalves, BSc(hons), School of Physiotherapy and Exercise Science, Curtin University, Perth, Western Australia, Australia.
authors.forename: Leandra
authors.initials: L
authors.lastname: Gonsalves
authors.affiliation: A. Campbell, BSc(hons), PhD, School of Physiotherapy and Exercise Science, Curtin University.
authors.forename: Amity
authors.initials: A
authors.lastname: Campbell
authors.affiliation: L. Jensen, BAppSc, PostgradDip, MSc, School of Physiotherapy and Exercise Science, Curtin University.
authors.forename: Lynn
authors.initials: L
authors.lastname: Jensen
authors.affiliation: L. Straker, BAppSc, MSc, PhD, School of Physiotherapy and Exercise Science, Curtin University, GPO Box U1987, Perth, Western Australia, Australia 6845. L.Straker@curtin.edu.au.
authors.forename: Leon
authors.initials: L
authors.lastname: Straker
mesh_terms: D002648:Child; D005260:Female; D006801:Humans; D008297:Male; D009043:Motor Activity / Q000502:physiology*; D019957:Motor Skills Disorders / Q000503:physiopathology* / Q000523:psychology / Q000534:rehabilitation*; D011597:Psychomotor Performance / Q000502:physiology; D015865:Racquet Sports / Q000502:physiology; D016059:Range of Motion, Articular / Q000502:physiology; D034941:Upper Extremity / Q000503:physiopathology; D014584:User-Computer Interface; D018910:Video Games