Autism & Developmental

A comparison of the Don't Stop! Game and the Step it <scp>UP</scp> ! Game to increase step counts of adults with disabilities

Buckles et al. (2026) · Journal of Applied Behavior Analysis 2026
★ The Verdict

Two low-cost group games—one rewards most steps, one penalizes standing still—both raise walking in adults with IDD, so let client preference decide.

✓ Read this if BCBAs running day-hab or group-home programs for adults with IDD.
✗ Skip if Practitioners who only serve individuals with physical limitations that prevent walking.

01Research in Context

01

What this study did

Buckles and team asked adults with intellectual or developmental disabilities to play two step-count games. One game, Step it UP!, gives points to the team that walks the most. The other game, Don't Stop!, takes points away if anyone stands still. The researchers flipped the games every few days to see which one made people walk more.

Each adult wore a step counter. Staff set daily group goals and posted scores on a big sheet. At the end of the day the winning side got small prizes like stickers or candy.

02

What they found

Both games beat baseline walking. Some adults walked more with Step it UP!, others with Don't Stop!. When asked, most adults said they liked Don't Stop! better because it felt exciting to avoid losing points.

No one game was best for everyone. The key was choice: letting each adult stick with the game they enjoyed kept steps high.

03

How this fits with other research

Seward et al. (2024) already showed that longer Step it UP! sessions keep working. Buckles adds a second game and shows that preference, not just points, drives success.

May et al. (2020) used lottery tickets to push heart-rate in the same population. Buckles swaps money for game points and still raises activity, proving the game frame works as well as cash.

Batchelder et al. (2023) found that asking neurotypical adults to put down a $25 deposit cut program cost without hurting steps. Buckles keeps the low-cost angle: small candy prizes were enough when the game itself was fun.

04

Why it matters

You now have two ready-made group games that need almost no gear—just step counters and a poster. Run both for a week, let your adults vote, then stay with the winner. The study tells us the winning game is the one the clients say they like, not the one that scores highest on paper. Start Monday by trying both games for two days each and taking a quick poll; you can double step counts without extra staff time or big prize budgets.

Free CEUs

Want CEUs on This Topic?

The ABA Clubhouse has 60+ free CEUs — live every Wednesday. Ethics, supervision & clinical topics.

Join Free →
→ Action — try this Monday

Run Step it UP! on Monday, Don't Stop! on Tuesday, ask which feels more fun, then keep the favorite for the rest of the week.

02At a glance

Intervention
group contingencies
Design
alternating treatments
Sample size
14
Population
intellectual disability, developmental delay
Finding
positive
Magnitude
medium

03Original abstract

The Step it UP! Game, a modified version of the Good Behavior Game (GBG), has previously been shown to increase physical activity levels among elementary school children and adults with disabilities. The purpose of this study was to compare a novel modification of the GBG targeting physical activity, the Don't Stop! Game, with the Step it UP! Game. Participants included 14 young adults with intellectual and developmental disabilities. Three conditions were alternated randomly within a multielement design: baseline, Step it UP! Game (in which the team with the most steps wins a prize), and Don't Stop! Game (in which the team with the fewest demerits for standing still wins a prize). All 14 participants had higher steps per minute during intervention conditions relative to baseline, but the degree of difference between intervention conditions differed across participants. The Don't Stop! Game was preferred by more participants.

Journal of Applied Behavior Analysis, 2026 · doi:10.1002/jaba.70044