156972 Use of video gaming to promote fitness and increase exercise adherence among adolescents with disabilities: An exploratory study

Tuesday, November 6, 2007

William Schiller, PhD , Disability and Human Development, University of Illinois at Chicago, Chicago, IL
Jennifer Rowland, PhD , Disability and Human Development, University of Illinois at Chicago, Chicago, IL
James Rimmer, PhD , Disability and Human Development, University of Illinois at Chicago, Chicago, IL
There is a clear and urgent need to promote greater participation in regular exercise and physically active recreation among youth with disabilities. Research has shown they are less physically active than their nondisabled peers and have a significantly higher rate of obesity. Chronic and secondary conditions associated with obesity and physical inactivity in youth with disabilities can undermine their physical independence and limit opportunities for community engagement in work and social activities. Although video games have been maligned as contributing to the increasingly sedentary lifestyles of youth, recent research has shown that some popular video games promote beneficial levels of physical activity during play. While these early findings are promising, they have not included youth with disabilities. The primary aim of this research project is to test whether active video gaming technology can improve fitness and enhance exercise adherence for youth with mobility disabilities. A pilot phase currently underway is identifying video games requiring moderate to high energy expenditure levels and content that is engaging and appropriate for adolescents. It is also adapting game interfaces to allow successful game play by youth with disabilities using only their upper extremities. Preliminary data will be presented on energy expenditure levels during active gaming, participant satisfaction, and prospective adherence. Discussion will include cost/benefits, social validity, and indirect benefits of this approach.

Learning Objectives:
1. List 5 benefits of using widely available and popular technology in promoting healthful physical activity among youth with disabilities. 2. List 4 key features of active video gaming that make it an appealing vehicle for promoting physical activity among youth with disabilities. 3. Discuss logical extensions of this technology to increase participation in physical activity and promote long-term behavior change.

Keywords: Physical Activity, Adolescents

Presenting author's disclosure statement:

Any relevant financial relationships? No
Any institutionally-contracted trials related to this submission?

I agree to comply with the American Public Health Association Conflict of Interest and Commercial Support Guidelines, and to disclose to the participants any off-label or experimental uses of a commercial product or service discussed in my presentation.