# The Adoption of the GameSquad Exergaming Intervention for Young Adults with Down Syndrome: A Qualitative Analysis

**Authors:** Kameron Suire, Brian Helsel, April Bowling, Amanda E. Staiano, Joseph Sherman, Annie Rice, Lauren Ptomey

PMC · DOI: 10.18103/mra.v13i6.6608 · Medical research archives · 2026-04-01

## TL;DR

This study explores how exergaming with Ring Fit Adventure and health coaching can help young adults with Down syndrome increase physical activity at home.

## Contribution

The study introduces a home-based exergaming intervention with health coaching tailored for young adults with Down syndrome.

## Key findings

- Participants found the game engaging and preferred playing independently.
- Caregivers supported routine formation and provided technical help when needed.
- Exergaming with coaching was seen as a sustainable way to boost physical activity.

## Abstract

Adults with Down syndrome face persistent barriers to physical activity, including mobility limitations, lack of accessible programming, and low self-efficacy. Exergaming represents a potentially scalable, home-based approach to increasing physical activity in this population.

This qualitative study explored the experiences, preferences, and perceived barriers of young adults with Down syndrome and their live-in caregivers who participated in a 12-week exergaming intervention. The program paired the narrative-based game Ring Fit Adventure™ (Nintendo Switch™) with weekly 15-minute virtual health coaching sessions designed to review weekly progress, reinforce the importance of moderate-to-vigorous physical activity address any technical issues (e.g., related to the game, system, or Fitbit), and provide social support and encouragement.

Twenty adults with Down syndrome (M age= 23.2 ± 3.9, 85% non-Hispanic white, 65% female) enrolled and 19 completed the trial. One participant ceased communication with the research team after completing pre-testing. Semi-structured exit interviews were conducted with participants and their caregivers. Interviews were transcribed verbatim and analyzed using reflexive thematic analysis. Themes were developed iteratively using a six-step framework.

Through analysis, we identified five distinct themes that reflect shared and unique experiences related to 1) engagement, 2) autonomy, 3) physical challenge, 4) technology, and 5) long-term value. Participants were motivated by the immersive game design and reported a preference for playing independently. Caregivers described their roles in supporting routine formation and providing occasional technical assistance.

Exergaming, supported by light-touch health coaching, was perceived as an engaging, accessible, and sustainable strategy to increase physical activity among young adults with Down syndrome. These findings support the design of home-based interventions that promote autonomy and long-term adherence for individuals with intellectual disabilities.

## Linked entities

- **Diseases:** Down syndrome (MONDO:0008608)

## Full-text entities

- **Diseases:** DS (MESH:D004314), musculoskeletal complications (MESH:D009140), gait abnormalities (MESH:D020233), declines in physical (MESH:D059445), cognitive or developmental disabilities (MESH:D003072), Intellectual disabilities (MESH:D008607), frailty (MESH:D000073496), obesity (MESH:D009765)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Full text

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## References

38 references — full list in the complete paper: https://tomesphere.com/paper/PMC13038042/full.md

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Source: https://tomesphere.com/paper/PMC13038042