Author(s), year, Country |
Study Design |
Sample Size (attrition %) |
Age (Range) M (SD) | Exposure | Platform | Key Findings |
Anderson-Hanley et al. [11], USA |
Pre–post test: two independent pilot studies | N = 24 (8.3%); two participants dropped out |
Pilot I: 10–18 years 14.8 (2.7) Pilot II: 8–21 years 13.2 (3.8) |
Pilot I: one session for 20 minutes Pilot II: one session for 20 minutes |
DDR; Cybercycling |
Participants in both exergaming groups indicated significant improvement in behavioral control and executive functions including working memory, task-switching capacity, and inhibition. |
Golden and Getchell [12], USA |
Case-control study | N = 19 (10.5%); ASD = 9; TD= 8; 2 participants dropped out. |
ASD: 10.5 (0.88) TD: 10.46 (1.22) |
Four sessions in total, 20 minutes for each session. |
Xbox Kinect | Participants with ASD spent 76% of time in MVPA during exergaming compared with 99% during walking. Although exergaming may not replace walking and other forms of physical activities, it can increase overall physical activity levels. |
Getchell et al. [13], USA | Case-control study | N = 30; ASD = 15; TD= 15; No participants dropped out. |
ASD: 17.5 (2.4) TD: 17.23 (4.1) |
Two or three sessions per week over a 2-week period, 20 min for each session. |
Nintendo Wii Sport; Wii Fit; DDR |
Expended energy in ASD and TD groups was not significantly different in activities, such as running, walking, and exergaming. The ASD group had over 75% of exergaming time in MVPA when playing DDR. |
Edwards et al. [14], Australia |
Case-control study | N = 30; ASD = 15; TD= 15; No participant dropped out. |
6–10 years TD: 7.89 (1.45) ASD: 7.64 (1.12) |
TD: one session per week for 6 weeks, 50 min for each session. ASD: three sessions per week for 2 weeks, 45–60 min per session |
Xbox Kinect | Exergames may not provide adequate opportunities to develop actual motor skills for ASD and TD groups. But self-perceived skills significantly increased after the exergaming intervention. |
Dickinson and Place [15], England |
RCT | N = 100 Intervention = 50 Control = 50 No participant dropped out. |
5–15 years | 15-minute session, three sessions per week for three academic semesters. |
Nintendo Wii | Benefits of exergaming intervention were identified in participants’ fitness levels, such as cardiorespiratory function, explosive strength, speed, agility, and abdominal strength and endurance. |