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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
Xbox™ 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)