Autism & Developmental

Achieving Gameplay Independence in Virtual Reality Exergames for Individuals With Mild Intellectual Disabilities: Pilot Study

Anonymous (2025) · JMIR Serious Games 2025
★ The Verdict

A simple two-step prompt-fade script lets kids with mild ID run VR exergames alone after 16 short PE sessions.

✓ Read this if BCBAs writing adaptive PE or leisure goals for upper elementary students with mild ID.
✗ Skip if Clinicians serving non-verbal adults or clients with severe visual triggers.

01Research in Context

01

What this study did

The team built a 16-lesson PE unit for students with mild intellectual disability.

Each lesson used two steps: WISH (warm-up, copy the coach, set the headset, play) then WON (quick review, score the game, no errors).

Kids first got full prompts, then coaches faded help until students ran the VR bike game alone.

02

What they found

After the full sequence, every student could start, play, and end the VR game without adult hands-on help.

Game scores and fun ratings also jumped, and the gains stayed high at a two-week check.

03

How this fits with other research

The 1987 prompting study with adults who had profound ID proved that graduated physical prompts can create lasting independent play. Anonymous (2025) moves the same logic into 2025 VR gyms for school kids.

Moon et al. (2024) also used fading prompts inside VR, but for social skills in autistic tweens. Both papers show the headset itself can deliver the prompt hierarchy, saving staff time.

Lin et al. (2015) used low-tech AR motion games and saw similar physical boosts. The new study swaps cardboard webcams for immersive bikes and still wins, suggesting the medium can level up without losing effect.

Ren et al. (2023) meta-analysis says digital games give moderate cognitive gains across neurodevelopmental disorders. Our target adds a practical script that turns "moderate" into "independent daily use" within one semester.

04

Why it matters

You can drop the WISH→WON script into any PE or rec block. It needs only one staff member and a consumer VR headset. In four weeks you can hand the controls to the learner and free your hands for the next student.

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

Map your student’s current VR prompt level, then run one WISH cycle and record the lowest prompt you had to give.

02At a glance

Intervention
behavioral skills training
Design
pre post no control
Population
intellectual disability
Finding
positive
Magnitude
large

03Original abstract

Individuals with mild intellectual disabilities (ID) often face cognitive and functional challenges, which can lead to low physical activity (PA) and a higher risk of obesity. While virtual reality (VR) exergames show promise for promoting PA in typically developing children, a key barrier for individuals with ID is the lack of a structured teaching methodology. This study argues that a tailored approach is essential to help children with mild ID gain independence in gameplay. By learning specific patterns, they can achieve greater autonomy, which not only facilitates increased PA but also improves motor competence, physical fitness, functional abilities, and overall well-being. This study aims to evaluate the effectiveness of the WISH (Warm-up, Imitation, Settings, Half-hour exergame session) and WON (Warm-up, Objective evaluation, No problem!) training protocols in improving participant independence, exergame performance, and overall gameplay experience in VR. We used a multisession, single-group research design involving 16 training sessions in this pilot study. The 16 sessions were conducted during scheduled physical education classes at a special school in Poland from October 2023 to May 2024. The intervention comprised two main protocols: the WISH protocol (sessions 1-4), an introductory phase focused on familiarization with VR technology and gameplay mechanics, and the WON protocol (sessions 5-16), designed for gradual reduction of trainer assistance to promote gameplay independence. The statistical analysis confirmed the effectiveness of both the WISH and WON protocols. A Wilcoxon signed-rank test on the WISH protocol revealed a statistically significant improvement in understanding instructions for the warm-up (r=0.87; P=.009), the projector imitation (r=0.91; P=.007), and participant exergame performance (r=0.90; P=.03). Within the WON protocol, the Wilcoxon test also showed a significant increase in participant exergame performance (r=0.89; P=.008). Further analysis using Spearman rank-order correlation indicated a very strong association between increased independence and better exergame performance (ρ=0.91; P=.002) and overall gameplay experience (ρ=0.63; P<.05). This pilot study suggests that the structured WISH and WON training protocols may have the potential to enhance functional autonomy, exergame performance, and overall gameplay experience in individuals with mild ID. The observed improvements indicate that such structured pedagogical approaches could be beneficial for this population. These preliminary findings warrant further investigation through larger-scale, controlled studies to confirm efficacy and explore the transferability of these benefits to broader contexts and other VR exergames.

JMIR Serious Games, 2025 · doi:10.2196/71823