Exergaming for Young Adults with Down Syndrome: Study Insights
The Adoption of the GameSquad Exergaming Intervention for Young Adults with Down Syndrome: A Qualitative Analysis
To capture the voices of young adults with Down syndrome and understand their direct experiences with the intervention, we posed a set of accessible questions. These were aimed at exploring participants’ enjoyment, challenges, preferences, and willingness to continue using the game independently. Their responses offered critical insight into motivation, engagement, and personal ownership of the program. Four questions were asked directly to the young adult with DS and are presented in Table 2.
Table 2: Participant Interview Questions
- How would you describe your experience using the game?
- What did you like about the game?
- What didn’t you like about the game?
- Will you continue using the game after this study?
All interviews were audio-recorded and manually transcribed verbatim by the lead author immediately following each interview to preserve detail and contextual accuracy. Transcripts were anonymized during transcription to maintain confidentiality. Data were analyzed using reflexive thematic analysis, guided by the six-phase framework outlined by Kiger and Varpio²¹ and based on Braun and Clarke’s foundational methodology.²²
This process involved (1) familiarization with the data through repeated reading, (2) generation of initial codes across the dataset, (3) construction of potential themes by clustering related codes, (4) review and refinement of themes for internal coherence and external distinction, (5) defining and naming finalized themes, and (6) producing the report with illustrative quotes. The lead author conducted all coding and theme development using a recursive, iterative approach. Although a single-coder strategy was employed, methodological rigor was enhanced through ongoing memoing, maintenance of a coding audit trail, and reflexive note-taking to support transparency and consistency.
Results
Nineteen participants completed the full 12-week intervention. One participant withdrew after pre-testing and ceased communication with the research team. Nineteen interviews were analyzed. Interview length ranged from approximately 15 to 35 minutes, with a mean duration of 26 minutes (SD = 4.8). Basic sociodemographic data on caregivers and adults with DS are described in Table 3.
Through analysis, we identified five distinct themes: reflected shared and distinct experiences related to engagement, autonomy, challenge, technology, and long-term value. The themes are presented below in Table 4, followed by narrative summaries and illustrative quotes.Table 3: Demographic Data on Young Adults with DS
| Demographics | Overall (N = 20) | Male (N = 7) | Female (N = 13) |
|---|---|---|---|
| Age | 23.5 ± 3.9 | 23.1 ± 4.1 | 23.7 ± 4.0 |
Ethnicity
Hispanic or Latino | 2 (10%) | 0 (0%) | 2 (15%)
Not Hispanic or Latino | 18 (90%) | 7 (100%) | 11 (85%)
Race
Native Hawaiian or Pacific Islander | 1 (5.0%) | 1 (14%) | 0 (0%)
Black or African American | 1 (5.0%) | 1 (14%) | 0 (0%)
White | 18 (90%) | 5 (71%) | 13 (100%)
Table 4: Overarching Themes Identified in Participant and Caregiver Interviews
| Theme | Description |
|---|---|
| Engagement Through Gamification and Narrative | Participants were motivated by the storyline, battles, and progression structure of the game. |
| Autonomy and Ownership | Participants preferred independent gameplay, supported by caregivers’ encouragement. |
| Physical Demands | While some activities were difficult, they often motivated rather than deterred engagement. |
| Technological Usability and Barriers | Technical issues were minor and mostly manageable with caregiver or coach support. |
| Sustainability and Future Use | Participants expressed interest in continuing the game after the study’s conclusion. |
Engagement Through Gamification and Narrative
Participants and caregivers frequently described the game’s storyline, characters, and level progression as key motivators. The structure transformed exercise into an immersive experience, promoting consistent engagement and a sense of accomplishment. This narrative-driven design helped participants stay focused and made exercise feel purposeful rather than repetitive. The game’s reward system and character progression gave them something to look forward to and return for regularly.
• Participant: “I liked the exercise parts. I also liked getting past all of the guys.”
• Caregiver: “He got attached to the game and the characters. That made him want to come back.”
• Participant: “I like fighting the monsters and moving to the next world.”
Autonomy and Ownership
Many participants preferred to engage with the game on their own terms, often in a private space. Caregivers supported this independence, notingthat participants were more motivated when given control over how and when they played. For several caregivers, this independence marked a meaningful step toward self-determination, a developmental goal often difficult to support in traditional physical activity settings. The minimal need for supervision enhanced participants’ confidence in navigating the program.
• Caregiver: “She wanted to do it on her own… It wasn’t as fun for her when I joined.”
• Participant: “I did it on my own. In the basement, usually.”
• Caregiver: “He didn’t want me playing with him. He felt like it was his thing.”
Physical Demands
Participants and caregivers described the physical demands of the game with a mix of challenge and enjoyment. Movements like squatting, running in place, and engaging in battles were often labeled as “hard,” but rather than deterring use, these physical challenges appeared to enhance motivation and provide a sense of progress. Participants frequently described difficult gameplay with pride and perseverance, indicating that physical exertion contributed to a feeling of mastery and accomplishment. Caregivers echoed these observations, noting that the physical challenge embedded within the game often pushed participants further than traditional exercise. Many reported that their sons or daughters were more willing to engage in exercise through the game than through typical outdoor activities or structured workouts.
• Caregiver: “Some of it was hard for him but he didn’t quit. He kept going because he wanted to level up.”
• Participant: “It was hard, but I kept trying because I wanted to beat the level.”
• Caregiver: “She was doing more exercise than I expected. She doesn’t like walking outside, but she loved this.”
Technological Usability and Barriers
Most technical difficulties were minor, such as slipping leg straps or syncing devices. Participants rarely mentioned these problems, suggesting that caregivers’ troubleshooting or health coaching support helped minimize disruption. In some cases, initial setup required assistance, but once routines were established, participants often managed independently. Virtual coaching served as a safety net, reducing dropout risk from technical frustrations.
• Caregiver, RF006: “Only frustration was syncing the Fitbit.”
• Participant, RF013: “I needed help with the leg strap one time.”
• Caregiver, RF009: “The controller slipping down… that’s it.”
Sustainability and Future Use
Participants frequently expressed enthusiasm for continuing with the game post-study. Caregivers also recognized its potential as a lasting physical activity option, especially due to its convenience and flexibility. Some noted that it was especially useful during inclement weather or when outdoor options were limited. The appeal of gaming, combined with embedded movement, allowed caregivers to view the program as both enjoyable and functional.
• Participant, RF007: “That is my first choice! I want to keep it.”
• Caregiver, RF026: “We’re going to keep using it. It’s a routine now.”
• Caregiver, RF015: “I’m excited to have it for the winter months.”
Discussion
The results of this qualitative analysis align with and extend the existing literature on physical activity promotion among individuals with Down syndrome. Participants and caregivers reported high levels of engagement, motivation, and autonomy, consistent with prior work emphasizing the importance ofintrinsic motivation and perceived competence in sustaining behavior change.²³–²⁵ These findings echo literature showing that when individuals with intellectual disabilities enjoy and feel ownership over an activity, adherence improves.²⁶˒²⁷
The emphasis on autonomy, particularly participants’ desire to engage with the intervention independently, supports findings that self-directed activity enhances self-efficacy and motivation in individuals with intellectual disabilities.²⁸˒²⁹ Caregiver accounts of “stepping back” to allow independence reflect principles of supported self-management, a model of care promoting autonomy through light-touch guidance.³⁰ This also aligns with Self-Determination Theory, which emphasizes autonomy as a core psychological need that supports motivation and long-term behavior change.²³ In addition to autonomy, participants appeared to develop a sense of competence through progressive gameplay challenges and visual feedback systems. The weekly virtual coaching sessions and caregiver encouragement may have supported relatedness, reinforcing the social aspect of motivation outlined in SDT.³¹ Together, these elements suggest that well-designed digital interventions can effectively meet all three SDT needs, supporting internal motivation and continued engagement.
The findings also have important implications for the design and scalability of future physical activity interventions targeting individuals with intellectual disabilities. The success of this program hinged not only on its narrative and physical challenge elements but also on its flexibility, accessibility, and minimal training requirements. Developers and clinicians designing future interventions can draw from these features to maximize engagement: creating game-based platforms that incorporate adaptive difficulty, immersive storytelling, and clear rewards systems while minimizing technical barriers.¹⁶˒²⁰ This is especially relevant given prior work by Shields et al., who found that a community-based progressive resistance training program improved physical function in adults with Down syndrome without compromising adherence or enthusiasm.³² These findings reinforce the idea that appropriately scaffolded physical challenge, whether in traditional or gamified formats, can enhance motivation and self-efficacy in this population. Additionally, the integration of brief, virtual coaching allowed for scalable support without demanding significant caregiver or clinical time, addressing a known bottleneck in program implementation.¹⁶˒³³ These insights underscore the value of pairing digital interventions with light-touch human connection, especially for individuals who may face social or cognitive barriers to traditional exercise programming.³²˒³⁴ These design principles may also apply to other health promotion areas, such as diet, sleep, or stress management, when integrated with behavioral feedback and goal-setting systems.³⁵ Moreover, the approach may be adaptable for other populations with cognitive or developmental disabilities, expanding its potential reach and utility.³⁶
Caregiver perspectives in this study revealed both the promise and complexity of implementing home-based digital interventions within the context of intellectual disability. While caregivers largely reported low levels of burden and occasional technology troubleshooting, the broader issue of digital access and equity remains a consideration. Not all families may have reliable internet access, access to gaming consoles, or the technological literacy needed to support setup and maintenance.³²˒³⁷ It is also important to consider that families who chose not to participate may have faced greater technological or logistical barriers, potentially introducing selection bias. Future efforts should consider strategies such as device lending programs, partnerships with local disability service organizations, or community-based tech navigators to expand access and reduce inequities.³⁸ Nevertheless, the dual-perspective approach employed in this study, capturing both caregiver and participant voices, strengthens the ecological validity of the findings.²⁶˒²⁷ The home-based, low-barrier design and high completion rate (19 of 20 participants) further emphasize the feasibility and acceptability of this model in realworld settings.¹⁹ As the field continues to prioritize inclusion and sustainability in intervention design, programs like GameSquad-DS offer a promising blueprint for how to align behavior change theory with everyday usability.
This study offers several unique strengths that enhance its contribution to the literature. First, the inclusion of both participant and caregiver perspectives allowed for a more comprehensive understanding of engagement, barriers, and motivation within the home environment. Second, the intervention was tested under real-world conditions, with minimal in-person contact or external prompting, increasing its ecological validity. The high completion rate (95%) and consistent engagement across the 12-week period demonstrate the feasibility of this approach in a community setting. Finally, the focus on young adults with Down syndrome, a population underrepresented in physical activity research, addresses a critical gap and highlights the importance of tailored, inclusive intervention design.
Limitations
This study has several limitations. The generalizations are limited by a small sample (n = 20) of young adults with DS, a short-term study (12-week), and non-randomized trial, and thus should be interpreted cautiously. Future interventions should consider increasing the sample size, introducing a control group, and increasing the duration of the intervention. The sample also reflected families who were more engaged, resource-supported, or technologically equipped, given that recruitment relied on self-referral through community outreach and the use of video chat for eligibility screening. This may limit the generalizability of findings to individuals with lower levels of caregiver involvement, limited access to technology, or those who receive services outside of community-based organizations. Interviews were also conducted with the participants and caregivers together and it is possible this may have influenced answers in some manner. Finally, all interviews were transcribed and analyzed by a single researcher. While this approach enabled consistency in interpretation, it may have limited the diversity of analytical perspectives.
Conclusions
This study demonstrates the potential of narrative-driven exergaming, paired with brief health coaching, to support physical activity engagement among young adults with DS. Through both participant and caregiver perspectives, this exergaming intervention was shown to promote enjoyment, autonomy, physical challenge, and sustainability, factors that are critical yet often underemphasized in intervention design for this population.
By addressing common barriers such as transportation, motivation, and accessibility, the adopted GameSquad-DS intervention offers a scalable, home-based strategy to increase MVPA. These findings support the integration of gamified, user-centered technologies into future public health and clinical efforts aimed at improving physical function and lifelong wellness in individuals with intellectual disabilities.
Conflict of Interest Statement:
The authors have no conflicts of interest to declare.
Funding Statement:
Healthy Weight Research Network for Children with ASD/DD Pilot Award (UA3MC25735). Center for Children’s Healthy Lifestyles and Nutrition Pilot Award (No number)
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