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Sports 2016, 4(1), 3; doi:10.3390/sports4010003

Impact of Nintendo Wii Games on Physical Literacy in Children: Motor Skills, Physical Fitness, Activity Behaviors, and Knowledge

School of Human Kinetics and Recreation, Memorial University, St. John’s, NL A1C 5S7, Canada
These authors contributed equally to this work.
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Academic Editor: Eling de Bruin
Received: 5 November 2015 / Revised: 7 January 2016 / Accepted: 11 January 2016 / Published: 15 January 2016
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Abstract

Physical literacy is the degree of fitness, behaviors, knowledge, and fundamental movement skills (agility, balance, and coordination) a child has to confidently participate in physical activity. Active video games (AVG), like the Nintendo Wii, have emerged as alternatives to traditional physical activity by providing a non-threatening environment to develop physical literacy. This study examined the impact of AVGs on children’s (age 6–12, N = 15) physical literacy. For six weeks children played one of four pre-selected AVGs (minimum 20 min, twice per week). Pre and post measures of motivation, enjoyment, and physical literacy were completed. Results indicated a near significant improvement in aiming and catching (p = 0.06). Manual dexterity significantly improved in males (p = 0.001), and females felt significantly less pressured to engage in PA (p = 0.008). Overall, there appears to be some positive impact of an AVG intervention on components of physical literacy. View Full-Text
Keywords: physical literacy; children; active video games; motivation physical literacy; children; active video games; motivation
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. (CC BY 4.0).

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MDPI and ACS Style

George, A.M.; Rohr, L.E.; Byrne, J. Impact of Nintendo Wii Games on Physical Literacy in Children: Motor Skills, Physical Fitness, Activity Behaviors, and Knowledge. Sports 2016, 4, 3.

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