Juliana Macedo Miranda, Rodrigo Alberto Vieira Browne, Weslley Quirino Alves da Silva, João Paulo Rodrigues Dos Santos, Carmen Silvia Grubert Campbell, Isabela Almeida Ramos
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Although physical activity-based interventions, such as exergames, have shown potential to improve these functions, their comparative effects with active traditional games remain underexplored, particularly regarding inhibitory control in children with ASD.</p><p><strong>Objective: </strong>We aim to analyze the effects of a session of exergames and active traditional games on inhibitory control in children with ASD.</p><p><strong>Methods: </strong>This randomized controlled crossover trial included 9 male children with ASD (mean age 8.6, SD 1.4 y). Participants completed three 20-minute experimental sessions in random order, with a minimum interval of 48 hours: (1) active traditional games, (2) exergames using Just Dance 2022, and (3) a control session with manual painting activities. Inhibitory control was assessed 5 minutes postsession using a modified flanker task in the E-Prime (version 3.0; Psychological Software Tools Inc) program, recording reaction time (RT) and accuracy in congruent and incongruent phases. Repeated measures ANOVA was used to compare RT and accuracy between experimental and control conditions. Data are presented as means and 95% CIs.</p><p><strong>Results: </strong>There was a statistically significant effect of condition on RT in the incongruent phase (P=.02). RT in the exergame session (849 ms, 95% CI 642 to 1057) was lower compared to the traditional games (938 ms, 95% CI 684 to 1191; P=.02) and control (969 ms, 95% CI 742, 1196 to P=.01) sessions. No significant differences were observed in RT during the congruent phase or in accuracy across either phase.</p><p><strong>Conclusions: </strong>A 20-minute session of exergame improved inhibitory control performance in children with ASD compared to active traditional games and painting activities.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e65562"},"PeriodicalIF":4.1000,"publicationDate":"2025-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11900902/pdf/","citationCount":"0","resultStr":"{\"title\":\"Effects of a Session of Exergames and Traditional Games on Inhibitory Control in Children With Autism Spectrum Disorder: Randomized Controlled Crossover Trial.\",\"authors\":\"Juliana Macedo Miranda, Rodrigo Alberto Vieira Browne, Weslley Quirino Alves da Silva, João Paulo Rodrigues Dos Santos, Carmen Silvia Grubert Campbell, Isabela Almeida Ramos\",\"doi\":\"10.2196/65562\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Background: </strong>Autism spectrum disorder (ASD) is characterized by deficits in executive functions, such as inhibitory control, which affect behavior and social adaptation. 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引用次数: 0
摘要
背景:自闭症谱系障碍(ASD)以执行功能缺陷为特征,如抑制控制,影响行为和社会适应。尽管基于体育活动的干预措施,如运动游戏,已经显示出改善这些功能的潜力,但它们与活跃的传统游戏的比较效果仍未得到充分探索,特别是在自闭症儿童的抑制性控制方面。目的:分析一组练习游戏和积极的传统游戏对ASD儿童抑制控制的影响。方法:这项随机对照交叉试验包括9名男性自闭症儿童(平均年龄8.6,标准差1.4 y)。参与者按随机顺序完成三个20分钟的实验,最小间隔为48小时:(1)活跃的传统游戏,(2)使用Just Dance 2022的游戏,(3)手工绘画活动的对照实验。在E-Prime(3.0版)中使用改进的侧卫任务评估5分钟后的抑制控制。心理软件工具公司)程序,记录反应时间(RT)和准确性在一致和不一致的阶段。采用重复测量方差分析比较实验条件和对照条件的RT和准确性。数据以平均值和95% ci表示。结果:病情对不一致期RT的影响有统计学意义(P= 0.02)。与传统游戏(938毫秒,95% CI 684 - 1191)相比,电子游戏中的RT(849毫秒,95% CI 642 - 1057)较低;P= 0.02)和对照组(969 ms, 95% CI 742, 1196至P= 0.01)。在一致阶段,RT没有显著差异,在任何一个阶段的准确性也没有显著差异。结论:与活跃的传统游戏和绘画活动相比,20分钟的游戏可以改善ASD儿童的抑制控制表现。
Effects of a Session of Exergames and Traditional Games on Inhibitory Control in Children With Autism Spectrum Disorder: Randomized Controlled Crossover Trial.
Background: Autism spectrum disorder (ASD) is characterized by deficits in executive functions, such as inhibitory control, which affect behavior and social adaptation. Although physical activity-based interventions, such as exergames, have shown potential to improve these functions, their comparative effects with active traditional games remain underexplored, particularly regarding inhibitory control in children with ASD.
Objective: We aim to analyze the effects of a session of exergames and active traditional games on inhibitory control in children with ASD.
Methods: This randomized controlled crossover trial included 9 male children with ASD (mean age 8.6, SD 1.4 y). Participants completed three 20-minute experimental sessions in random order, with a minimum interval of 48 hours: (1) active traditional games, (2) exergames using Just Dance 2022, and (3) a control session with manual painting activities. Inhibitory control was assessed 5 minutes postsession using a modified flanker task in the E-Prime (version 3.0; Psychological Software Tools Inc) program, recording reaction time (RT) and accuracy in congruent and incongruent phases. Repeated measures ANOVA was used to compare RT and accuracy between experimental and control conditions. Data are presented as means and 95% CIs.
Results: There was a statistically significant effect of condition on RT in the incongruent phase (P=.02). RT in the exergame session (849 ms, 95% CI 642 to 1057) was lower compared to the traditional games (938 ms, 95% CI 684 to 1191; P=.02) and control (969 ms, 95% CI 742, 1196 to P=.01) sessions. No significant differences were observed in RT during the congruent phase or in accuracy across either phase.
Conclusions: A 20-minute session of exergame improved inhibitory control performance in children with ASD compared to active traditional games and painting activities.
期刊介绍:
JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.