Biofeedback-Based, Videogame Balance Training in Autism
Brittany G Travers, Andrea H Mason, Leigh Ann Mrotek, Anthony Ellertson, Douglas C Dean 3rd, Courtney Engel, Andres Gomez, Olga I Dadalko, Kristine McLaughlin, Brittany G Travers, Andrea H Mason, Leigh Ann Mrotek, Anthony Ellertson, Douglas C Dean 3rd, Courtney Engel, Andres Gomez, Olga I Dadalko, Kristine McLaughlin
Abstract
The present study examined the effects of a visual-based biofeedback training on improving balance challenges in autism spectrum disorder (ASD). Twenty-nine youth with ASD (7-17 years) completed an intensive 6-week biofeedback-based videogame balance training. Participants exhibited training-related balance improvements that significantly accounted for postural-sway improvements outside of training. Participants perceived the training as beneficial and enjoyable. Significant moderators of training included milder stereotyped and ritualistic behaviors and better starting balance. Neither IQ nor BMI moderated training. These results suggest that biofeedback-based balance training is associated with balance improvements in youth with ASD, most robustly in those with less severe repetitive behaviors and better starting balance. The training was perceived as motivating, further suggesting its efficacy and likelihood of use.
Keywords: Motor; Postural stability; Technology-based interventions; Video game.
Conflict of interest statement
Conflict of Interest: Brittany G. Travers declares that she has no conflict of interest. Andrea Mason declares that she has no conflict of interest. Leigh Ann Mrotek declares that she has no conflict of interest. Anthony Ellertson is a founding partner of Prentice Technologies. Douglas C. Dean declares that he has no conflict of interest. Courtney Engel declares that she has no conflict of interest. Andres Gomez declares that he has no conflict of interest. Kristine McLaughlin declares that she has no conflict of interest.
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Source: PubMed