271130 Active video gaming to promote exercise and social inclusion for youth with mobility disabilities in school settings

Monday, October 29, 2012

Jennifer L. Rowland, PhD, MPH, PT , Department of Disability and Human Development, University of Illinois at Chicago, Chicago, IL
Background: Youth with mobility disabilities face barriers for accessible exercise options in school settings. The transition period between adolescence and adulthood is a critical time for establishing healthy behaviors such as increased physical activity that can lead to a lifetime of good health. Purpose: There is a large disparity between the physical fitness levels of school-aged youth with and without disabilities which limits the ability of youth with disabilities to lead healthy and independent lives. Therefore, accessible exercise options such as active video gaming can be used to increase engaging, enjoyable, and interactive physical activity and social inclusion opportunities. Significance: Active video games are portable and can be used in school and community settings and only require minimal set-up to a television which means they can be easily implemented. Methodology: Case study design was used to test V02 (energy expenditure) during active video game play of youth with mobility disabilities who were residents of a special needs rehabilitation school. Participants had mild, moderate, and severe upper extremity disabilities. Qualitative interviews were conducted following the active video game play to determine enjoyment and accessibility. Conclusions: Active video gaming activities showed clinically significant increases in energy expenditure for all participants and are accessible and enjoyable for youth with differing functional levels. Therefore, these findings could be generalized to other school settings to offer physically and socially beneficial exercise options for these youth.

Learning Areas:
Administer health education strategies, interventions and programs
Planning of health education strategies, interventions, and programs
Program planning

Learning Objectives:
1. Evaluate the effectiveness of active video gaming to promote physical activity behavior and social inclusion for youth with mobility disabilities in school settings; 2. Design effective and inclusive physical activity programs using adapted active video gaming technology for youth with mobility disabilities in school settings.

Keywords: Adolescent Health, Physical Activity

Presenting author's disclosure statement:

Qualified on the content I am responsible for because: I am faculty in the Department of Disability and Human Development at the University of Illinois-Chicago where I teach and conduct research in disability and health promotion for youth with mobility disabilities. I have federal and foundation funding to conduct this research. I have a PhD in Behavioral Science; Master of Public Health; MS, Physical Therapy and Community Health Education. My peer-reviewed publications and presentions focus on secondary prevention for people with mobility disabilities.
Any relevant financial relationships? No

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.