University Presentation Showcase: Undergraduate Division
Motion-Based Video Game Intervention and Balance
Presenter Hometown
Ashland, KY
Major
Psychology
Department
Psychology
Degree
Undergraduate
Mentor
Richard Osbaldiston
Mentor Department
Psychology
Recommended Citation
Scott, Krystiana, "Motion-Based Video Game Intervention and Balance" (2020). University Presentation Showcase Event. 28.
https://encompass.eku.edu/swps/2020/undergraduate/28
Abstract
3-04 Krystiana Scott
Abstract for UPS
Conditions that limit motor skills can hinder one’s ability to live independently. Motion-based video games allow players to improve these skills in what many consider to be a more engaging experience than traditional methods. This study examines the effect of so-called “exergaming” on balance for participants using the meta-analysis method. The 18 studies included were found using EBSCOhost and Google Scholar. Participants represented a wide range of age groups, from children to elders, with a variety of conditions, such as Parkinson’s, cerebral palsy, and developmental coordination disorder. Cohen’s d was used to determine the effect size, which was large overall (d = 0.88). Studies with children as participants had a larger effect size (d = .98) than those with adults (d = .68). The results suggest that motion-based video game therapy can be an effective intervention for improving balance in many conditions.
Presentation format
Poster
Motion-Based Video Game Intervention and Balance
3-04 Krystiana Scott
Abstract for UPS
Conditions that limit motor skills can hinder one’s ability to live independently. Motion-based video games allow players to improve these skills in what many consider to be a more engaging experience than traditional methods. This study examines the effect of so-called “exergaming” on balance for participants using the meta-analysis method. The 18 studies included were found using EBSCOhost and Google Scholar. Participants represented a wide range of age groups, from children to elders, with a variety of conditions, such as Parkinson’s, cerebral palsy, and developmental coordination disorder. Cohen’s d was used to determine the effect size, which was large overall (d = 0.88). Studies with children as participants had a larger effect size (d = .98) than those with adults (d = .68). The results suggest that motion-based video game therapy can be an effective intervention for improving balance in many conditions.