sports Article Impact of Nintendo Wii Games on Physical Literacy in Children: Motor Skills, Physical Fitness, Activity Behaviors, and Knowledge Amanda M. George, Linda E. Rohr *,† and Jeannette Byrne † Received: 5 November 2015; Accepted: 11 January 2016; Published: 15 January 2016 Academic Editor: Eling de Bruin School of Human Kinetics and Recreation, Memorial University, St. John’s, NL A1C 5S7, Canada;
[email protected] (A.M.G.);
[email protected] (J.B.) * Correspondence:
[email protected]; Tel.: +1-709-864-6202; Fax: +1-709-864-7531 † These authors contributed equally to this work. 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. Keywords: physical literacy; children; active video games; motivation 1. Introduction Physical literacy is an important factor in child development.