PTOTPilotJournal of neuroengineering and rehabilitation2022

Feasibility of a virtual reality-based exercise intervention and low-cost motion tracking method for estimation of motor proficiency in youth with autism spectrum disorder.

Darren R Hocking, Adel Ardalan, Hisham M Abu-Rayya and 4 others

PMID 34996473

WHAT IT FOUND

All 10 children with autism completed the two-week VR game with motion capture without serious adverse events, but motor and cognitive flexibility scores did not improve significantly.

Key findings

01All participants who started the VR game, Kinect camera and headset intervention completed six 20-minute sessions over two weeks, and no serious adverse events were recorded.

02The BOT-2 motor standard score (higher is better) changed from 42.11 to 43.33, and the DCCS cognitive flexibility score (higher is better) changed from 90.13 to 90.22, but neither change was statistically significant.

03Changes in motion-tracked jumping jack efficiency, synchrony and symmetry measures were significantly correlated with BOT-2 motor score changes, with correlation coefficients from 0.47 to 0.82, but were not correlated with DCCS cognitive flexibility changes.

STILL TO COME

How it was doneWhat they foundWhat it means for PTsWhat it means for OTs

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What it does not show

The final analysed sample was ten children and adolescents, after 21 were assessed and 14 were determined eligible. There was no control group and no comparison with typically developing children. The intervention lasted two weeks with six 20-minute sessions, which the authors state may have weakened any intervention effect. Participants were a convenience community sample, and the authors note limited generalisability to younger children with lower IQ, minimally verbal children or those with clinically significant anxiety. The analysis focused on jumping jacks, so it does not show whether the method works for other movement tasks. Usability was average, and mild to moderate side effects were reported, including some severe eye strain and blurred vision. Parents were mostly unsure whether the game improved motor skills in the real world, and cost and space were major home barriers.

Declared interests

The supplied text does not include an author conflict-of-interest statement or funding details beyond the metadata category Research Support, Non-U.S. Gov't.

The easy way to misread this

Do not conclude that the VR game, Kinect camera and headset system improves motor skills or cognitive flexibility in autism. The pre-post BOT-2 and DCCS changes were not statistically significant, and the study was a ten-participant feasibility pilot without a control group.

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