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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*

Xboxâ„¢ 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)