A Home-Based Exercise Program With Active Video Games for Balance, Motor Proficiency, Foot and Ankle Ability, and Intrinsic Motivation in Children With Chronic Ankle Instability: Feasibility Randomized Controlled Trial

dc.contributor.authorChuadthong J.
dc.contributor.authorLekskulchai R.
dc.contributor.authorHiller C.
dc.contributor.authorAjjimaporn A.
dc.contributor.correspondenceChuadthong J.
dc.contributor.otherMahidol University
dc.date.accessioned2024-02-27T18:07:01Z
dc.date.available2024-02-27T18:07:01Z
dc.date.issued2023-01-01
dc.description.abstractBackground: Children with chronic ankle instability (CAI) frequently experience ankle unsteadiness, causing trips, falls, and ankle sprain injuries resulting in poor quality of life. A specific exercise program focused on physical and psychological purposes in children with CAI is needed. Objective: The purpose of this study was to investigate the feasibility of a 4-week home-based exercise training program using active video games (AVGs) for balance, motor proficiency, foot and ankle ability, and intrinsic motivation in children with CAI. Methods: Sixty children with CAI (mean age 10, SD 2 years) were randomly assigned to an experimental group (AVG group; n=30) or a control group (CG; n=30). The AVG group played 2 selected video games, Catching Fish and Russian Block, while the CG received the traditional exercise program for CAI. Both programs were scheduled for 30 minutes per day, 3 times per week, for 4 weeks at home. The single-leg stance test was used to assess static balance. The walking forward on a line and standing long jump tests were used to assess motor proficiency. The Foot and Ankle Ability Measure (FAAM) and the Intrinsic Motivation Inventory questionnaire were used to assess foot and ankle ability and intrinsic motivation, respectively. Assessments were conducted at baseline and after 4 weeks. Results: In the AVG group, the single-leg stand test (eyes open; on floor and on foam conditions), the FAAM (activities of daily living subscale), and intrinsic motivation (interest/enjoyment, pressure/tension, and value/usefulness dimensions) were improved compared with the CG (all P<.05). Motor proficiency did not differ between the 2 groups at the end of the 4-week program (P=.31 for the walking forward on a line, P=.34 for the standing long jump test). Conclusions: A 4-week home-based exercise training program using AVGs can be beneficial and may be an effective approach for improving balance, foot and ankle ability, and enhancing positive motivation by increasing the interest/enjoyment and value/usefulness dimensions and lowering the pressure/tension dimension in children with CAI that require long-term rehabilitation sessions. Trial Registration: Thai Clinical Trials Registry TCTR20220727002; https://trialsearch.who.int/Trial2.aspx?TrialID=TCTR20220727002
dc.identifier.citationJMIR Serious Games Vol.11 No.1 (2023)
dc.identifier.doi10.2196/51073
dc.identifier.eissn22919279
dc.identifier.scopus2-s2.0-85185169028
dc.identifier.urihttps://repository.li.mahidol.ac.th/handle/123456789/97320
dc.rights.holderSCOPUS
dc.subjectMedicine
dc.subjectEngineering
dc.subjectHealth Professions
dc.titleA Home-Based Exercise Program With Active Video Games for Balance, Motor Proficiency, Foot and Ankle Ability, and Intrinsic Motivation in Children With Chronic Ankle Instability: Feasibility Randomized Controlled Trial
dc.typeArticle
mu.datasource.scopushttps://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85185169028&origin=inward
oaire.citation.issue1
oaire.citation.titleJMIR Serious Games
oaire.citation.volume11
oairecerif.author.affiliationMahidol University
oairecerif.author.affiliationFaculty of Medicine and Health

Files

Collections