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Table 3 Subgroup analyses of the intervention effects of AVGs on LS of NTDC

From: Are active video games useful in the development of gross motor skills among non-typically developing children? A meta-analysis

Moderator variable

Subgroup

Included literature

I2

Effect size

95% CI

Two-tailed test

Z

P

Gaming platform

Nintendo Wii Sports and Fit

3

0%

0.55

(0.12, 0.97)

2.51

0.01*

Nintendo Wii Balance Board

3

0%

0.22

(− 0.22, 0.66)

0.98

0.33

Xboxâ„¢ 360

4

0%

0.54

(0.22, 0.86)

3.32

 < 0.01**

Q4 Scene Interactive Training System

3

37%

0.92

(0.51, 1.33)

4.41

 < 0.01**

KMC1

1

–

0.84

(0.19, 1.49)

2.53

0.01*

Control group intervention

Regular Exercise

13

0%

0.61

(0.42, 0.80)

6.29

 < 0.01**

Others

1

–

0.59

(0.40, 0.77)

0.17

0.86

Disease type

CP

11

0%

0.67

(0.47, 0.88)

6.35

 < 0.01**

DCD

2

0%

0.31

(− 0.20, 0.82)

1.20

0.23

BP

1

–

0.09

(− 0.64, 0.82)

0.24

0.81

Intervention setting

School

2

0%

0.08

(− 0.47, 0.64)

0.29

0.77

Medical institutions

10

0%

0.66

(0.45, 0.87)

6.20

 < 0.01*

Intervention cycle

 ≤ 8 weeks

6

0%

0.48

(0.20, 0.76)

3.36

 < 0.01*

9–12 weeks

8

8%

0.67

(0.41, 0.94)

5.07

 < 0.01**

Duration of single intervention

 ≤ 30 min

5

0%

0.57

(0.25, 0.90)

3.49

 < 0.01**

 ≥ 35 min

9

0%

0.47

(0.24, 0.69)

4.03

 < 0.01**

Intervention frequency

 < 3 times/week

6

0%

0.38

(0.09, 0.66)

2.61

 < 0.01**

3-5times/week

8

0%

0.75

(0.50, 0.99)

5.92

 < 0.01**

Supervision

Yes

6

29%

0.67

(0.35, 0.98)

4.17

 < 0.01**

Unreported

8

0%

0.54

(0.31, 0.78)

4.60

 < 0.01**

  1. Bold indicate the significant values (*:p < 0.05; **:p < 0.01)