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Accepted for/Published in: JMIR Serious Games

Date Submitted: Mar 11, 2025
Date Accepted: Jun 16, 2026

The final, peer-reviewed published version of this preprint can be found here:

Active Video Gaming Intervention in Adults With Mobility Impairments: Concurrent Mixed Methods Single-Arm Pilot Study

Malone LA, Mendonca CJ, Mohanraj S, Thirumalai M

Active Video Gaming Intervention in Adults With Mobility Impairments: Concurrent Mixed Methods Single-Arm Pilot Study

JMIR Serious Games 2026;14:e73764

DOI: 10.2196/73764

PMID: 42647051

Active Video Gaming Intervention in Adults with Mobility Impairments: A Concurrent Mixed-Methods Single-Arm Pilot Study

  • Laurie A. Malone; 
  • Christen J. Mendonca; 
  • Sangeetha Mohanraj; 
  • Mohanraj Thirumalai

ABSTRACT

Background:

Active video games (AVGs) have emerged as a promising strategy to promote physical activity and improve health outcomes among individuals with disabilities.

Objective:

This pilot study aimed to examine perceived exertion, enjoyment, and engagement with a 6-week AVG intervention using the GAIMplank controller among adults with mobility impairments.

Methods:

Six participants with mobility impairments were recruited for a mixed-methods study. The intervention involved twice-weekly AVG sessions over 6 weeks using the GAIMplank controller to play various video games. Using quantitative and qualitative methods, data related to perceived exertion, engagement, and enjoyment were collected and integrated. Acceptability, appropriateness, and feasibility were also assessed.

Results:

Participants reported moderate ratings of perceived exertion (RPE) (median RPE = 6) and high levels of enjoyment and engagement (median scores of 9 and 10, respectively). The intervention was well-received, with high scores on the acceptability, appropriateness, and feasibility of intervention measures. Qualitative feedback highlighted the engaging and enjoyable nature of the games, and the potential for AVGs to serve as a viable form of physical activity for individuals with mobility impairments.

Conclusions:

The findings suggest that AVGs, delivered using an adapted controller such as the GAIMplank, are a feasible and enjoyable way to promote physical activity among adults with mobility impairments. Further research is needed to explore the long-term effects of AVG interventions and to identify strategies for maximizing their benefits. Clinical Trial: NCT05310279


 Citation

Please cite as:

Malone LA, Mendonca CJ, Mohanraj S, Thirumalai M

Active Video Gaming Intervention in Adults With Mobility Impairments: Concurrent Mixed Methods Single-Arm Pilot Study

JMIR Serious Games 2026;14:e73764

DOI: 10.2196/73764

PMID: 42647051

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