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Structured Virtual Reality Exergame Intervention in Adolescents With Mild Intellectual Disabilities: Pre-Post Pilot
Julia Ciążyńska1, Agnieszka Kazimiera Rudowicz2, Aneta Worska1
1Department of Physical Activity and Health Promotion Science, Poznań University of Physical Education, Królowej Jadwigi 27/39, Poznan, Poland, 48 (61) 835 50 07.
JMIR Serious Games
|August 14, 2026
Summary
Virtual reality (VR) exergames improved motor skills and reaction time in adolescents with mild intellectual disabilities. Structured protocols enhanced gameplay independence and led to significant gains in motor proficiency and faster reaction times.
Area of Science:
- Neuroscience
- Special Education
- Rehabilitation Technology
Background:
- Adolescents with mild intellectual disabilities often face challenges in motor proficiency and neurocognitive processing, impacting functional independence.
- Virtual reality (VR) exergames offer a motivating approach for physical activity, but data on their impact within structured pedagogical frameworks are limited.
- Previous research introduced WISH and WON protocols to enhance gameplay independence, yet their effect on measurable clinical motor and reaction time improvements needs further study.
Purpose of the Study:
- To evaluate the effectiveness of a 16-session structured VR exergame intervention using WISH and WON protocols.
- To assess the intervention's impact on motor proficiency and simple reaction time in adolescents with mild intellectual disability.
Main Methods:
- A single-group pretest-posttest pilot study design was employed.
- Eight adolescents (mean age 17.63) participated in 16 VR exergame sessions over 8 months using the 'OhShape!' game on Meta Quest 2.
- Motor proficiency was measured using the Bruininks-Oseretsky Test, and simple reaction time was assessed using a standardized meter.
Main Results:
- Significant improvements were observed in Bruininks-Oseretsky Test scores (P=.01), with the group mean proficiency score increasing from 1.88 to 2.88 (P=.008).
- Simple reaction time significantly decreased from a baseline of 426.50 ms to 392.10 ms postintervention (P=.02).
- Effect sizes (r) for motor proficiency and reaction time were substantial (0.74-0.89).
Conclusions:
- Structured VR exergaming, guided by autonomy-promoting protocols, shows promise in addressing motor deficits in adolescents with mild intellectual disability.
- The intervention led to measurable improvements in motor skills and reaction time within this cohort.
- While preliminary, these findings suggest VR as a potential tool for neuro-motor adaptations in special education, meriting further investigation in controlled trials.
Keywords:
active video gamebilateral coordinationexergamegross motor movementshealth promotionintellectual disabilitiesphysical activityphysical educationpostural stabilityvirtual reality
