WE PLAY | ON JOUE - Family-Centered Virtual Reality Games Room for Children with Developmental Disabilities and Their Families: A Feasibility Case Study

To explore the feasibility, satisfaction with, enjoyment of, acceptability, and preliminary effects of joint virtual reality (VR) sessions targeting physical engagement in youth with disabilities and relaxation in caregivers. In a mini-ethnographic case study, four youth–caregiver dyads completed weekly 30-minute immersive VR sessions over four weeks. Youth (aged 10–20 years) with cerebral palsy (n = 2), autism with motor dyspraxia (n = 1), and CHARGE syndrome (n = 1) used the AstroSurfer app targeting motor functions. Caregivers simultaneously engaged with the TRIPP® app for relaxation and meditation. Pre- and post-intervention measures included the Trunk Control Measurement Scale and the Quality of Upper Extremity Skills Test (youth), the Parental Stress Scale and the Depression, Anxiety and Stress Scale (caregivers). Enjoyment ratings (0–10, at each session) and exit interviews were completed. Although standardized motor outcomes showed limited overall change over the intervention period, improvements were observed in one youth participant. Reductions in stress were noted for three caregivers. Enjoyment ratings were high (7–10/10 for youth; 9–10/10 for caregivers), with engaging gameplay and relaxation identified as key benefits. Findings provide preliminary support for the potential feasibility and acceptability of family-centered VR interventions in pediatric rehabilitation, warranting evaluation in larger studies.

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Publication Details

Journal
Figshare
Published
2026-10-29
DOI
https://doi.org/10.6084/m9.figshare.34856315
Primary Topic
Cerebral Palsy and Movement Disorders
Type
article
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article

WE PLAY | ON JOUE - Family-Centered Virtual Reality Games Room for Children with Developmental Disabilities and Their Families: A Feasibility Case Study

Anouk Lamontagne, Ebrahim Mahmoudi, Tatiana Ogourtsova, Filomena Pietrangelo
2 links
Figshare
Cerebral Palsy and Movement Disorders
article

WE PLAY | ON JOUE - Family-Centered Virtual Reality Games Room for Children with Developmental Disabilities and Their Families: A Feasibility Case Study

Anouk Lamontagne, Ebrahim Mahmoudi, Tatiana Ogourtsova, Filomena Pietrangelo
article en

Abstract

To explore the feasibility, satisfaction with, enjoyment of, acceptability, and preliminary effects of joint virtual reality (VR) sessions targeting physical engagement in youth with disabilities and relaxation in caregivers. In a mini-ethnographic case study, four youth–caregiver dyads completed weekly 30-minute immersive VR sessions over four weeks. Youth (aged 10–20 years) with cerebral palsy (n = 2), autism with motor dyspraxia (n = 1), and CHARGE syndrome (n = 1) used the AstroSurfer app targeting motor functions. Caregivers simultaneously engaged with the TRIPP® app for relaxation and meditation. Pre- and post-intervention measures included the Trunk Control Measurement Scale and the Quality of Upper Extremity Skills Test (youth), the Parental Stress Scale and the Depression, Anxiety and Stress Scale (caregivers). Enjoyment ratings (0–10, at each session) and exit interviews were completed. Although standardized motor outcomes showed limited overall change over the intervention period, improvements were observed in one youth participant. Reductions in stress were noted for three caregivers. Enjoyment ratings were high (7–10/10 for youth; 9–10/10 for caregivers), with engaging gameplay and relaxation identified as key benefits. Findings provide preliminary support for the potential feasibility and acceptability of family-centered VR interventions in pediatric rehabilitation, warranting evaluation in larger studies.

Figshare
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Openalex Percentile: Top 12%
Cerebral Palsy and Movement Disorders
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