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Biofeedback-Based, Videogame Balance Training in Autism
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...
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Published in: | Journal of autism and developmental disorders 2018, Vol.48 (1), p.163-175 |
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description | 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. |
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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.</description><identifier>ISSN: 0162-3257</identifier><identifier>EISSN: 1573-3432</identifier><identifier>DOI: 10.1007/s10803-017-3310-2</identifier><identifier>PMID: 28921103</identifier><language>eng</language><publisher>New York: Springer US</publisher><subject>Autism ; Balance ; Behavioral Science and Psychology ; Biofeedback ; Care and treatment ; Child and School Psychology ; Complications and side effects ; Computer & video games ; Efficacy ; Equilibrium (Physiology) ; Feedback ; Intelligence tests ; Intervention ; Moderators ; Neurosciences ; Original Paper ; Participant Satisfaction ; Pediatrics ; Pervasive Developmental Disorders ; Positive Behavior Supports ; Posture ; Predictor Variables ; Psychological aspects ; Psychology ; Psychomotor Skills ; Public Health ; Repetitive behaviour ; Stereotypes ; Training Methods ; Video Games ; Visual Aids ; Youth ; Youth Programs</subject><ispartof>Journal of autism and developmental disorders, 2018, Vol.48 (1), p.163-175</ispartof><rights>Springer Science+Business Media, LLC 2017</rights><rights>COPYRIGHT 2018 Springer</rights><rights>Journal of Autism and Developmental Disorders is a copyright of Springer, (2017). All Rights Reserved.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c631t-22909da0d47334c730eb7035c10e1fad11c56d56c70364f86c8bafd3fd51b8ed3</citedby><cites>FETCH-LOGICAL-c631t-22909da0d47334c730eb7035c10e1fad11c56d56c70364f86c8bafd3fd51b8ed3</cites><orcidid>0000-0002-8161-3858</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.proquest.com/docview/1992786531/fulltextPDF?pq-origsite=primo$$EPDF$$P50$$Gproquest$$H</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/1992786531?pq-origsite=primo$$EHTML$$P50$$Gproquest$$H</linktohtml><link.rule.ids>230,315,786,790,891,12873,21406,21422,21423,27957,27958,31034,33646,33647,33912,33913,34565,34566,43768,43915,44150,74578,74754,74996</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1166007$$DView record in ERIC$$Hfree_for_read</backlink><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/28921103$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Travers, Brittany G.</creatorcontrib><creatorcontrib>Mason, Andrea H.</creatorcontrib><creatorcontrib>Mrotek, Leigh Ann</creatorcontrib><creatorcontrib>Ellertson, Anthony</creatorcontrib><creatorcontrib>Dean, Douglas C.</creatorcontrib><creatorcontrib>Engel, Courtney</creatorcontrib><creatorcontrib>Gomez, Andres</creatorcontrib><creatorcontrib>Dadalko, Olga I.</creatorcontrib><creatorcontrib>McLaughlin, Kristine</creatorcontrib><title>Biofeedback-Based, Videogame Balance Training in Autism</title><title>Journal of autism and developmental disorders</title><addtitle>J Autism Dev Disord</addtitle><addtitle>J Autism Dev Disord</addtitle><description>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.</description><subject>Autism</subject><subject>Balance</subject><subject>Behavioral Science and Psychology</subject><subject>Biofeedback</subject><subject>Care and treatment</subject><subject>Child and School Psychology</subject><subject>Complications and side effects</subject><subject>Computer & video games</subject><subject>Efficacy</subject><subject>Equilibrium (Physiology)</subject><subject>Feedback</subject><subject>Intelligence tests</subject><subject>Intervention</subject><subject>Moderators</subject><subject>Neurosciences</subject><subject>Original Paper</subject><subject>Participant Satisfaction</subject><subject>Pediatrics</subject><subject>Pervasive Developmental Disorders</subject><subject>Positive Behavior Supports</subject><subject>Posture</subject><subject>Predictor Variables</subject><subject>Psychological aspects</subject><subject>Psychology</subject><subject>Psychomotor 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Kristine</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1166007</ericid><atitle>Biofeedback-Based, Videogame Balance Training in Autism</atitle><jtitle>Journal of autism and developmental disorders</jtitle><stitle>J Autism Dev Disord</stitle><addtitle>J Autism Dev Disord</addtitle><date>2018</date><risdate>2018</risdate><volume>48</volume><issue>1</issue><spage>163</spage><epage>175</epage><pages>163-175</pages><issn>0162-3257</issn><eissn>1573-3432</eissn><notes>ObjectType-Article-1</notes><notes>SourceType-Scholarly Journals-1</notes><notes>ObjectType-Feature-2</notes><notes>content type line 23</notes><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.</abstract><cop>New York</cop><pub>Springer US</pub><pmid>28921103</pmid><doi>10.1007/s10803-017-3310-2</doi><tpages>13</tpages><orcidid>https://orcid.org/0000-0002-8161-3858</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | Autism Balance Behavioral Science and Psychology Biofeedback Care and treatment Child and School Psychology Complications and side effects Computer & video games Efficacy Equilibrium (Physiology) Feedback Intelligence tests Intervention Moderators Neurosciences Original Paper Participant Satisfaction Pediatrics Pervasive Developmental Disorders Positive Behavior Supports Posture Predictor Variables Psychological aspects Psychology Psychomotor Skills Public Health Repetitive behaviour Stereotypes Training Methods Video Games Visual Aids Youth Youth Programs |
title | Biofeedback-Based, Videogame Balance Training in Autism |
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