The Effect of a Video-Based Game Exercise Program on Motor Skills, Proprioception, and Cognitive Functions in Individuals With Intellectual Disabilities.


Diril E., Menek B., Emir A., Tarakcı D., Tarakci E., Blanche E. I.

OCCUPATIONAL THERAPY INTERNATIONAL, cilt.2025, sa.1, ss.8410494, 2025 (SCI-Expanded, SSCI, Scopus)

  • Yayın Türü: Makale / Tam Makale
  • Cilt numarası: 2025 Sayı: 1
  • Basım Tarihi: 2025
  • Doi Numarası: 10.1155/oti/8410494
  • Dergi Adı: OCCUPATIONAL THERAPY INTERNATIONAL
  • Derginin Tarandığı İndeksler: Scopus, Science Citation Index Expanded (SCI-EXPANDED), Social Sciences Citation Index (SSCI), Academic Search Premier, ASSIA, CINAHL, MEDLINE, Psycinfo, Directory of Open Access Journals
  • Sayfa Sayıları: ss.8410494
  • İstanbul Medipol Üniversitesi Adresli: Evet

Özet

Background: Individuals with intellectual disability (ID) exhibit various problems, such as attention, learning, and physical–motor difficulties. The study is aimed at investigating the effects of video game–based therapy programs on cognitive andphysical functions in individuals with ID.Methods: The study, conducted through a three-arm randomized trial, involved 45 adults aged 18–30 with mild to moderate ID.Participants were divided into three groups: Group 1 received home-based video game–based therapy, supervised video game–based therapy, and occupational therapy–based activity training. Group 2 received video game–based therapy supervised by atherapist and an occupational therapy–based activity training program. Group 3 received occupational therapy–based activitytraining only. MOXO d-CPT was used to evaluate attention; sit-to-stand test, joint position sense, and nine-hole peg test wereused to assess physical–motor functionality.Results: Results showed significant improvements in attention, functional performance, proprioception, and fine motor skills inall groups (p < 0 05). Group 1 was superior to Group 3 in nondominant JPS-flexion, sit-to-stand test, and nondominant JPS-abduction parameters (p < 0 017). When comparing Group 1 and Group 2, Group 1 was found to be more effective in the sit-to-stand test parameter compared to Group 2 (p < 0 017), while the other parameters of the two groups were similar to eachother (p > 0 017). There were no significant differences between groups for different outcome measures (p > 0 017).Conclusion: The study suggests that video-based game exercises combined with occupational therapy interventions can effectivelyenhance cognitive functions, functional performance, proprioception, and fine motor skills in adults with ID.