Structured Virtual Reality Exergame Intervention in Adolescents With Mild Intellectual Disabilities: Pre-Post Pilot Study on Motor Proficiency and Reaction Time.

IF 4.7 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2026-08-14 DOI:10.2196/95572
Julia Ciążyńska, Agnieszka Kazimiera Rudowicz, Aneta Worska, Janusz Maciaszek
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引用次数: 0

Abstract

Background: Adolescents with mild intellectual disabilities often exhibit deficits in motor proficiency and neurocognitive processing, which can limit their functional independence. Although virtual reality (VR) exergames provide a motivating platform for physical activity, objective data quantifying their impact on standardized motor scales remain scarce, particularly when implemented through structured pedagogical frameworks. Earlier research established the WISH (warm-up, imitation, settings, half-hour) and WON (warm-up, objective evaluation, no problem!) protocols to facilitate gameplay independence in this population. However, the extent to which this systematic approach translates into measurable clinical motor and reaction time gains requires further investigation.

Objective: This study evaluated the effectiveness of a 16-session structured VR exergame intervention, using the WISH and WON protocols, in enhancing motor proficiency and shortening simple reaction time among adolescents with mild intellectual disability.

Methods: A multisession, single-group pretest and posttest pilot design was used. A convenience sample of 8 adolescents (3 males, 5 females; mean age 17.63, SD 1.77, range 15-20 years) was recruited from a special school complex in Poland. The intervention was conducted over an 8-month period (October 2023 to May 2024), consisting of 16 sessions conducted once every 2 weeks. The rhythmic fitness game "OhShape!" (Odders Lab) was played on the Meta Quest 2 system. Motor proficiency was assessed with the Bruininks-Oseretsky Test of Motor Proficiency short form, and simple reaction time to visual and auditory stimuli was measured using a standardized Alfa-Electronics meter. Statistical analysis was performed using the Wilcoxon signed-rank test (α=.05).

Results: Total Bruininks-Oseretsky Test of Motor Proficiency scores significantly improved from a baseline mean of 69.25 (SD 6.80; 95% CI 63.56-74.94) to 80.50 (SD 5.50; 95% CI 75.90-85.10) at the posttest (P=.01; r=0.74). Based on the standardized 5-point proficiency scale, the group mean rose from 1.88 (SD .64; 95% CI 1.34-2.42) at baseline to 2.88 (SD .35; 95% CI 2.59-3.17) postintervention (P=.008; r=0.89). Furthermore, the mean simple reaction time decreased from 426.50 (SD 52.3; 95% CI 382.78-470.22) ms to 392.10 (SD 38.4; 95% CI 359.98-424.22) ms at the final assessment (P=.02; r=0.72).

Conclusions: This pilot study suggests structured VR exergaming may address motor deficits in adolescents with mild intellectual disability. Promoting autonomy via protocols was associated with measurable motor gains within this cohort. Although the absence of a control group limits causal claims, immersive VR may offer a supportive tool for neuro-motor adaptations in special education, warranting validation in larger controlled trials.

结构虚拟现实游戏干预对轻度智障青少年运动能力和反应时间的影响。
背景:轻度智力障碍的青少年经常表现出运动能力和神经认知加工的缺陷,这限制了他们的功能独立性。尽管虚拟现实(VR)运动游戏为身体活动提供了一个激励平台,但量化其对标准化运动量表影响的客观数据仍然很少,特别是在通过结构化教学框架实施时。早期的研究建立了WISH(热身,模仿,设定,半小时)和WON(热身,客观评估,没问题!)协议,以促进这类人群的游戏独立性。然而,这种系统方法转化为可测量的临床运动和反应时间增益的程度需要进一步的研究。目的:本研究评估了采用WISH和WON方案的16期结构化VR游戏干预在轻度智力残疾青少年中提高运动熟练度和缩短简单反应时间的有效性。方法:采用多时段、单组前测和后测先导设计。从波兰的一所特殊学校招募了8名青少年(3男5女,平均年龄17.63岁,标准差1.77,15-20岁)作为方便样本。干预为期8个月(2023年10月至2024年5月),包括16个疗程,每2周进行一次。韵律健身游戏“OhShape!”(Odders Lab)是在Meta Quest 2系统上玩的。采用Bruininks-Oseretsky运动熟练程度简表测试评估运动熟练程度,使用标准化的Alfa-Electronics测量对视觉和听觉刺激的简单反应时间。统计学分析采用Wilcoxon符号秩检验(α= 0.05)。结果:bruinink - oseretsky运动能力测验总分从基线平均69.25分(SD 6.80; 95% CI 63.56-74.94)显著提高到测试后的80.50分(SD 5.50; 95% CI 75.90-85.10) (P= 0.01; r=0.74)。根据标准化的5点熟练度量表,干预后的组平均值从基线时的1.88 (SD .64; 95% CI 1.34-2.42)上升到2.88 (SD .35; 95% CI 2.59-3.17) (P= 0.008; r=0.89)。此外,在最终评估时,平均简单反应时间从426.50 (SD 52.3; 95% CI 382.78-470.22) ms减少到392.10 (SD 38.4; 95% CI 359.98-424.22) ms (P= 0.02; r=0.72)。结论:这项初步研究表明,结构化虚拟现实游戏可以解决轻度智力残疾青少年的运动缺陷。在该队列中,通过协议促进自主性与可测量的运动增益相关。虽然没有对照组限制了因果关系的主张,但沉浸式VR可能为特殊教育中的神经运动适应提供了一种支持工具,需要在更大的对照试验中得到验证。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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