Skip to main content

Exergames for Children with Special Needs

  • Conference paper
  • First Online:
Universal Access in Human-Computer Interaction (HCII 2024)

Abstract

In a world of decreasing physical activity, games in immersive Virtual Reality (VR) that playfully engage in exercises bear a lot of attraction. This paper explores the application of these so called “exergames” in an inclusive educational setting. Children with special needs normally require a large amount of care and attention. Self-directed exergames reduce the load on support staff while offering playful exercise and training to this group of children. Through a suite of three exergames developed for the Oculus Quest 2, we investigate the suitability of this technology as well as the impact on children’s motivation and attention span. Our observational field study, conducted over two months with six children aged seven to nine, demonstrates a high acceptance of immersive VR and a positive short-term effect on the attention span of the children as well as heightened motivation. We show that this technology is a valuable tool due to its accessibility and new forms of interaction as well as easy creation of controllable content. However, we conclude that for a persistent effect more diverse, customisable and challenging exergames are needed. Our observations heavily imply that design patterns of exergames in VR can be extended to children with special needs at a very young age. Although conducted with a small sample size, this study contributes to the expanding body of research on the utilisation of VR in inclusive education and provides valuable insights for educators and developers in this domain alike.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    https://www.vivala.ch/.

  2. 2.

    https://www.meta.com/ch/en/quest/products/quest-2/.

  3. 3.

    https://unity.com/.

  4. 4.

    https://assetstore.unity.com/.

  5. 5.

    https://www.mixamo.com/.

References

  • Bergeest, H., Boenisch, J.: Körperbehindertenpädagogik: Grundlagen - Förderung – Inklusion, 6th edn. Verlag Julius Klinkhardt, Bad Heilbrunn (2019)

    Book  Google Scholar 

  • Berger, M., Kraus, K., Keller, T., Brucker-Kley, E., Knaack, R.: Virtuelle Lernumgebungen in der betrieblichen Ausbildung – eine Analyse am Beispiel der Elektrobranche in der Schweiz — Bwp@ Berufs- und Wirtschaftspädagogik — Online (2022). https://www.bwpat.de/ausgabe/43/berger-etal

  • Bjelic, D., Keller, T.: Preliminary findings of a virtual reality app for children with special needs, pp. 350–354 (2021). https://digitalcollection.zhaw.ch/handle/11475/23504

  • Bosse, I., Pelka, B.: Selbstbestimmte und individualisierte Fertigung von Alltagshilfen per 3D-Druck für Menschen mit Behinderungen. Orthopädie Technik 71(2), 42–48 (2020)

    Google Scholar 

  • Bosse, I.K., Haffner, M., Keller, T.: Virtual reality for children with special needs. In: ICCHP-AAATE 2022 Open Access Compendium “Assistive Technology, Accessibility and Inclusion” Part I (2022). https://doi.org/10.35011/icchp-aaate22-p1-09

  • Bradley, R., Newbutt, N.: Autism and virtual reality head-mounted displays: a state of the art systematic review. J. Enabling Technol. (2018)

    Google Scholar 

  • Buchner, J.: Generative learning strategies do not diminish primary students’ attitudes towards augmented reality. Educ. Inf. Technol. 27(1), 701–717 (2021). https://doi.org/10.1007/s10639-021-10445-y

  • Chang, H.-Y., et al.: Ten years of augmented reality in education: a meta-analysis of (quasi-) experimental studies to investigate the impact. Comput. Educ. 191, 104641 (2022). https://doi.org/10.1016/j.compedu.2022.104641

  • Curcio, R.: Router Learning Unit (2022). https://osf.io/tvd86/

  • Deckers, A., Roelofs, J., Muris, P., Rinck, M.: Desire for social interaction in children with autism spectrum disorders. Res. Autism Spectr. Disord. Spectr. Disord. 8(4), 449–453 (2014)

    Article  Google Scholar 

  • Garzón, J., Acevedo, J.: Meta-analysis of the impact of augmented reality on students’ learning gains. Educ. Res. Rev. 27, 244–260 (2019). https://doi.org/10.1016/j.edurev.2019.04.001

    Article  Google Scholar 

  • Gatica-Rojas, V., et al.: Effectiveness of a Nintendo Wii balance board exercise programme on standing balance of children with cerebral palsy: a randomised clinical trial protocol. Contemp. Clin. Trials Commun. 6, 17–21 (2017). https://doi.org/10.1016/j.conctc.2017.02.008

    Article  Google Scholar 

  • Gatica-Rojas, V., Méndez-Rebolledo, G., Guzman-Muñoz, E., Soto-Poblete, A., Cartes-Velásquez, R., Elgueta-Cancino E.: Does Nintendo Wii balance board improve standing balance? A randomized controlled trial in children with cerebral palsy. Eur. J. Phys. Rehabil. Med. 53, 535–5344 (2017). https://doi.org/10.23736/S1973-9087.16.04447-6

  • Hoffarth, E., Zinn, B.: Entwicklung der Anwendung der virtuellen Realität eines Arztbesuches. In: Workshops der 21. Fachtagung Bildungstechnologien, pp. 1–216, Gesellschaft für Informatik, Bonn (2023). https://doi.org/10.18420/wsdelfi2023-26

  • Howard, M.C., Gutworth, M.B., Jacobs, R.R.: A meta-analysis of virtual reality training programs. Comput. Hum. Behav. 121, 106808 (2021). https://doi.org/10.1016/j.chb.2021.106808

    Article  Google Scholar 

  • Ip, H.H., et al.: Enhance emotional and social adaptation skills for children with autism spectrum disorder: a virtual reality enabled approach. Comput. Educ. 117, 1–15 (2018)

    Article  Google Scholar 

  • Jennessen, S., Lelgemann, R.: Körper—Behinderung—Pädagogik, 1st edn. Kohlhammer, Stuttgart (2016)

    Book  Google Scholar 

  • Ke, F., Moon, J., Sokolikj, Z.: Virtual reality-based social skills training for children with autism spectrum disorder. J. Spec. Educ. Technol. 37(1), 49–62 (2022). https://doi.org/10.1177/0162643420945603

    Article  Google Scholar 

  • Keller, T., Glauser, P., Ebert, N., Brucker-Kley, E: Virtual reality at secondary school–first results. In: Proceedings of the 15th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2018), pp. 53–60 (2018)

    Google Scholar 

  • Keller, T., Botchkovoi, S., Brucker-Kley, E.: Findings from a field experiment with a VR learning unit. In: International Conference on Educational Technologies 2022 (2022)

    Google Scholar 

  • Keller, T., Guyer, S., Manoharan, V., Bosse, I.: Preliminary Findings About an Office Chair as a Low-Threshold Treadmill Substitute. In: Antona, M., Stephanidis, C. (eds.) Universal Access in Human-Computer Interaction. HCII 2023. LNCS, vol. 14021, pp. 17–28. Springer, Cham. (2023) https://doi.org/10.1007/978-3-031-35897-5_2

  • Lamprecht, M., Bürgi, R., Gebert, A., Stamm, H.: Sport Schweiz 2020. Kinder- und Jugendbericht. Bundesamt für Sport BASPO (2021)

    Google Scholar 

  • Lin, C.-Y., Chang, Y.-M.: Interactive augmented reality using Scratch 2.0 to improve physical activities for children with developmental disabilities. Res. Dev. Disabil. 37, 1–8. (2015) https://doi.org/10.1016/j.ridd.2014.10.016

  • Lin, H., Yen-I, L., Wen-Pin, H., Chun-Cheng H., Yi-Chun, D.: A scoping review of the efficacy of virtual reality and exergaming on patients of musculoskeletal system disorder. J. Clin. Med. 8(6), 791 (2019). https://doi.org/10.3390/jcm8060791

  • McMahon, D.D., Barrio, B., McMahon, A.K., Tutt, K., Firestone, J.: Virtual reality exercise games for high school students with intellectual and developmental disabilities. J. Spec. Educ. Technol. 35(2), 87–96 (2020). https://doi.org/10.1177/0162643419836416

    Article  Google Scholar 

  • Moeinzadeh, A.M., Calder, A., Petersen, C., Hoermann, S., Daneshfar, A.: Comparing virtual reality exergaming with conventional exercise in rehabilitation of people with multiple sclerosis: a systematic review. Neuropsychol. Rehabil. 33(8), 1430–1455 (2023) https://doi.org/10.1080/09602011.2022.2107021

  • Mouatt, B., Smith, A., Mellow, M., Parfitt, G., Smith, R., Stanton, T.: The use of virtual reality to influence motivation, affect, enjoyment, and engagement during exercise: a scoping review. Front. Virtual Reality 1 (2020). https://doi.org/10.3389/frvir.2020.564664

  • Plattner, H., Christoph, M., Larry, L.: Design Thinking Research: Studying Co-Creation in Practice, 1st edn. Springer, Heidelberg (2012). https://doi.org/10.1007/978-3-642-21643-5_1

  • Rollett, B., Kastner-Koller, U.: Autismus – Ein Leitfaden für Eltern, Erzieher, Lehrer und Therapeuten., Jena: Urban und Fischer, München (2001)

    Google Scholar 

  • Sauchelli, S., Brunstrom, J.: Virtual reality exergaming improves affect during physical activity and reduces subsequent food consumption in inactive adults. Appetite 175, 106058 (2022). https://doi.org/10.1016/j.appet.2022.106058

    Article  Google Scholar 

  • Schmidt, M., Glaser, N.: Investigating the usability and learner experience of a virtual reality adaptive skills intervention for adults with autism spectrum disorder. Educ. Tech. Res. Dev. 69(3), 1665–1699 (2021). https://doi.org/10.1007/s11423-021-10005-8

    Article  Google Scholar 

  • Schulz, T., Skeide Fuglerud, K.: Creating a robot-supported education solution for children with autism spectrum disorder. In: Miesenberger, K., Kouroupetroglou, G., Mavrou, K., Manduchi, R., Covarrubias Rodriguez, M., Penáz, P. (eds.) ICCHP-AAATE 2022. LNCS, vol. 13342, pp. 211–218. Springer, Cham (2022). https://doi.org/10.1007/978-3-031-08645-8_25

  • Sherrell, L.: Evolutionary prototyping. In: Runehov, A.L.C., Oviedo, L. (eds.) Encyclopedia of Sciences and Religions, p. 803. Springer, Netherlands (2013) https://doi.org/10.1007/978-1-4020-8265-8_201039

  • Staatssekretariat für Bildung, Forschung und Innovation SBFI: Rahmenlehrplan für Sport in der beruflichen Grundbildung (2014)

    Google Scholar 

  • Vinopal, L.: How screen time creates kid dopamine addicts with bad habits. https://www.fatherly.com/health/screen-time-hurts-kids-dopamine-addiction. Accessed 19 Jan 2024

  • Weinstein, A., Livnz, A., Weizman, A.: New developments in brain research of internet and gaming disorder. Neurosci. Biobehav. Rev. 75, 314–330 (2017). https://doi.org/10.1016/j.neubiorev.2017.01.040

    Article  Google Scholar 

  • Wu, B., Yu, X., Gu, X.: Effectiveness of immersive virtual reality using head-mounted displays on learning performance: a meta-analysis. Br. J. Edu. Technol. 51(6), 1991–2005 (2020). https://doi.org/10.1111/bjet.13023

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Christian Scherer .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Scherer, C., Guyser, S., Keller, T., Illenberger, A. (2024). Exergames for Children with Special Needs. In: Antona, M., Stephanidis, C. (eds) Universal Access in Human-Computer Interaction. HCII 2024. Lecture Notes in Computer Science, vol 14698. Springer, Cham. https://doi.org/10.1007/978-3-031-60884-1_19

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-60884-1_19

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-60883-4

  • Online ISBN: 978-3-031-60884-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics