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Accepted for/Published in: JMIR Serious Games

Date Submitted: Sep 29, 2025
Date Accepted: Jan 21, 2026

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

Home-Based Immersive Virtual Reality to Improve Motor Performance in Children and Adolescents With Developmental Coordination Disorder: Crossover Study

Alharbi M, Harris D, Dodd H, Wood G, Buckingham G

Home-Based Immersive Virtual Reality to Improve Motor Performance in Children and Adolescents With Developmental Coordination Disorder: Crossover Study

JMIR Serious Games 2026;14:e84995

DOI: 10.2196/84995

Home-Based Immersive Virtual Reality to Improve Motor Performance in Children and Adolescents With Developmental Coordination Disorder: A Crossover Study

  • Mohammed Alharbi; 
  • David Harris; 
  • Helen Dodd; 
  • Greg Wood; 
  • Gavin Buckingham

ABSTRACT

Background:

Children with developmental coordination disorder (DCD) experience motor difficulties that limit daily activities, restrict participation in sport and play, and can reduce confidence and enjoyment of physical activity. Immersive virtual reality (VR) shows promise for motivating, feedback-rich movement practice, but evidence in children and adolescents with DCD remains limited.

Objective:

This study aimed to investigate the effects of immersive VR gameplay compared to tablet-based gameplay within a home-based setting on motor performance, enjoyment, and motivation in children and adolescents with DCD.

Methods:

This crossover study involved 27 children (21 boys and 6 girls) who participated in two interventions: (1) VR gameplay using the Beat Saber game, and (2) tablet-based gameplay using the Cut the Rope game. Each condition was administered over five consecutive days at home, with a minimum of 30 minutes of gameplay per day, separated by a minimum two-week washout period. Motor performance was assessed before and after each gameplay condition using the Movement Assessment Battery for Children – Third Edition (MABC-3) and the Box and Block Test (BBT). Enjoyment was also measured pre- and post-intervention using the Physical Activity Enjoyment Scale (PACES). Participants also rated their motivation and feelings during each gameplay session.

Results:

For MABC-3 domains, condition × time interactions were non-significant. Planned within-condition contrasts showed a significant Pre–Post improvement in the VR condition and no change for the tablet condition. For the BBT, the condition × time interaction was significant, with a greater degree Pre–Post improvement in VR than tablet-based gameplay. VR gameplay also yielded significantly higher enjoyment, motivation, and feeling ratings compared to tablet gameplay.

Conclusions:

Immersive VR gameplay may be an enjoyable and engaging way for children with DCD to improve their upper-limb motor performance in a home setting.


 Citation

Please cite as:

Alharbi M, Harris D, Dodd H, Wood G, Buckingham G

Home-Based Immersive Virtual Reality to Improve Motor Performance in Children and Adolescents With Developmental Coordination Disorder: Crossover Study

JMIR Serious Games 2026;14:e84995

DOI: 10.2196/84995

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© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.