Purpose To compare the effects of virtual reality-based aerobic exercise (VR-AE) and traditional aerobic exercise (TAE) on on physical fitness, functional capacity, and quality of life (QoL) in adolescents with Down syndrome (DS).Methods Forty adolescents with DS (mean age 14.45 ± 1.22 years) were randomized to the VR-AE, TAE, or control group (CG). Both intervention groups completed 20 supervised sessions over 10 weeks. VR-AE involved Xbox Kinect-based exergaming, while TAE consisted of treadmill training. Physical fitness, functional capacity, QoL, physical activity, and enjoyment were assessed at baseline and post-intervention.Results Both VR-AE and TAE improved selected anthropometric measures compared with CG (p < 0.05). VR-AE demonstrated greater improvements in flexibility, handgrip strength, and trunk endurance (p < 0.05), whereas TAE produced greater improvements in functional capacity and mobility (p < 0.05). Anthropometric improvements were comparable between intervention groups.Conclusions VR-AE and TAE showed different patterns of short-term improvement in adolescents with DS. Whilst these findings should be interpreted cautiously given the relatively small sample size and 10-week intervention period, they highlight the potential for supervised VR-AE and TAE to serve as practical exercise options that can be tailored to individual rehabilitation goals and preferences.
No takes yet. Share an insight, caveat, or question.
Kostanoğlu et al. (2026) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: