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Table 4 Subgroup analyses of the intervention effects of AVGs on NLS 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 4 0% 0.51 (0.14, 0.88) 2.69  < 0.01**
Nintendo Wii Balance Board 6 65% 0.38 (0.08, 0.67) 2.52 0.01*
Xbox™ 360 4 89% 1.05 (− 0.20, 2.31) 1.65 0.10
Q4 Scene Interactive Training System 3 0% 0.56 (0.17, 0.95) 2.79  < 0.01**
Control group intervention Regular Exercise 15 62% 0.61 (0.30, 0.93) 3.80  < 0.01**
Others 2 35% − 0.17 (− 0.62, 0.29) 0.72 0.47
Disease type CP 13 68% 0.71 (0.33, 1.08) 3.71  < 0.01**
DCD 3 0% − 0.10 (− 0.47, 0.27) 0.52 0.60
BP 1 0.45 (− 0.29, 1.19) 1.19 0.23
Intervention setting School and Home 3 48% 0.49 (− 0.05, 1.02) 1.79 0.07
Medical institutions 13 74% 0.56 (0.16, 0.97) 2.72  < 0.01**
Intervention cycle  ≤ 8 weeks 8 80% 0.51 (− 0.10, 1.13) 1.63 0.10
9–12 weeks 9 35% 0.55 (0.32, 0.79) 4.64  < 0.01**
Duration of single intervention  ≤ 30 min 7 33% 0.60 (0.32, 0.88) 4.21  < 0.01**
 ≥ 40 min 10 75% 0.43 (− 0.03, 0.89) 1.84 0.07
Intervention frequency  ≤ 3 times/week 12 75% 0.52 (0.05, 0.99) 2.17 0.03*
 > 3 times/week 5 0% 0.65 (0.36, 0.94) 4.36  < 0.01**
Supervision Unreported 9 73% 0.33 (− 0.05, 0.71) 1.70 0.09
Yes 8 54% 0.71 (0.23, 1.19) 2.89  < 0.01**
  1. Bold indicate the significant values (*:p < 0.05; **:p < 0.01)