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VR-based exercise improves executive function in children with autism, meta-analysis findsVR Exercise Shows Promise for Executive Function in Children with Autism

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Key Takeaway
Consider VR-based exercise as an adjunct to improve executive function in children with ASD, but note low certainty for motor outcomes.

This meta-analysis of 9 studies (439 children and adolescents with autism spectrum disorder) evaluated the effects of VR-based physical exercise interventions, including active video games, motion-sensing interactive training, and augmented reality-based exercise training, on executive function, motor performance, and behavioral outcomes. The primary outcome was executive function.

For executive function, the pooled effect size was SMD 0.75 (95% CI 0.32-1.18; I²=0.0%; P=.01), indicating a moderate-to-large improvement. For motor performance, the effect was larger but more uncertain: SMD 1.08 (95% CI 0.08-2.08; I²=74.3%; P=.04). Behavioral outcomes (social interaction and stereotyped behaviors) showed inconsistent effects, and no pooled effect size was reported.

Limitations include substantial heterogeneity in study designs and assessment instruments for behavioral outcomes. The prediction interval for motor performance was wide (-1.31 to 3.47), and for executive function it crossed the line of no effect (-0.12 to 1.63), indicating potential variability in individual study results. Certainty was moderate for executive function and low for motor performance per GRADE.

Practice relevance: VR-based physical exercise interventions may be implemented as adjuncts to conventional exercise or rehabilitation programs rather than as stand-alone interventions. Clinicians should interpret the motor performance finding cautiously due to substantial between-study variability.

How this fits prior evidence

This meta-analysis extends prior coverage of ASD interventions by providing quantitative evidence for VR-based exercise. Prior coverage noted heterogeneous ASD phenotypes and the need for robust assessments; this review's inconsistent behavioral outcomes and wide prediction intervals underscore that challenge. It also complements findings on ADOS-2 diagnostic accuracy (sensitivity 0.88, specificity 0.74) by addressing a non-diagnostic intervention. The moderate certainty for executive function adds to the evidence base for non-pharmacologic approaches in ASD.

Researchers looked at 9 different studies involving 439 children and adolescents with autism. They studied how physical exercises using virtual reality, such as motion-sensing games and augmented reality training, affected the kids. The goal was to see if these high-tech workouts helped with mental focus and physical movement.

The analysis found that these VR programs were linked to better executive function and motor performance. Executive function includes skills like planning and staying focused. However, the evidence for motor improvements is less certain because results varied significantly between different studies. Results regarding social behavior and repetitive movements were inconsistent and did not show a clear pattern.

Because of the variety in how these programs were designed, it is hard to say exactly how much they help every child. These VR activities are currently seen as helpful additions to standard exercise routines rather than a replacement for traditional therapy. Talk to a doctor or therapist to see if these types of interactive programs fit your specific needs.

What this means for you:
VR-based exercise shows potential for improving executive function and motor skills in children with autism.

Common questions

What specific benefits did the VR exercise provide?

The study found that VR-based physical exercise was linked to improvements in executive function and motor performance. Executive function involves mental skills like planning and focus. While motor performance showed improvement, there was a lot of variation between studies, making those results less certain.

Does VR exercise help with social behavior in children with autism?

The evidence for behavioral outcomes, such as social interaction and stereotyped behaviors, was inconsistent. Because the study designs and tools used to measure these behaviors varied so much, it is not yet clear if VR exercise consistently helps with these specific social goals.

Should VR be used instead of traditional physical therapy?

The findings suggest that VR-based exercises are best used as an addition to existing exercise or rehabilitation programs. They are not currently recommended as a standalone replacement for standard care. You should consult with a healthcare professional to determine the best plan.

Study Details

Study typeMeta analysis
EvidenceLevel 1
Follow-up216.0 mo
PublishedJul 2026
View Original Abstract ↓
BACKGROUND: In addition to core behavioral symptoms, children and adolescents with autism spectrum disorder (ASD) frequently exhibit impairments in executive function and motor performance. Although virtual reality (VR)-based physical exercise interventions are increasingly used in ASD rehabilitation, evidence regarding their multidimensional effects remains limited. OBJECTIVE: This study aimed to systematically review the effects of VR-based physical exercise interventions on behavioral outcomes, executive function, and motor performance in children and adolescents with ASD. METHODS: PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020 guidelines were followed. PubMed (National Library of Medicine), Embase (Elsevier), Web of Science, Scopus (Elsevier), and other databases were searched from inception to May 7, 2026. Eligible studies included randomized and nonrandomized trials involving participants aged 6-18 years with ASD. The interventions consisted of VR-based exercise programs involving physical activity participation, including active video games, motion-sensing interactive training, and augmented reality-based exercise training. Risk of bias was assessed using Risk of Bias 2 (RoB 2; Cochrane Bias Methods Group) and Risk of Bias in Nonrandomized Studies of Interventions (ROBINS-I; Cochrane Bias Methods Group), and certainty of evidence was evaluated using the Grading of Recommendations, Assessment, Development, and Evaluation (GRADE) framework. Random-effects meta-analyses were conducted using Hedges g standardized mean differences (SMDs). RESULTS: A total of 15 studies involving 439 children and adolescents with ASD were included; among them, 9 studies were eligible for meta-analysis. Behavioral outcomes were reported in only 3 studies. Owing to substantial heterogeneity in study designs and assessment instruments, we did not conduct a meta-analysis for these outcomes. Current evidence suggests inconsistent effects on social interaction and stereotyped behaviors. VR-based physical exercise interventions may improve executive function (SMD 0.75, 95% CI 0.32-1.18; I²=0.0%; P=.01; GRADE moderate). However, the prediction interval crossed the line of no effect (-0.12 to 1.63). VR-based physical exercise interventions were associated with improvements in motor performance (SMD 1.08, 95% CI 0.08-2.08; I²=74.3%; P=.04; GRADE low). However, the wide prediction interval suggests substantial between-study variability (-1.31 to 3.47). CONCLUSIONS: Current evidence suggests a relatively consistent positive effect of VR-based physical exercise interventions involving physical activity participation on executive function in children and adolescents with ASD. However, substantial uncertainty remains regarding their effects on motor performance and behavioral outcomes. Unlike previous reviews that primarily focused on general VR interventions, social skills training, or single functional outcomes, this systematic review specifically examined the multidimensional effects of VR-based physical exercise interventions. The findings suggest that VR-based physical exercise interventions may be implemented as adjuncts to conventional exercise or rehabilitation programs rather than as stand-alone interventions. Future large-scale, high-quality randomized controlled trials with larger sample sizes, standardized intervention reporting, and long-term follow-up are needed to further clarify the optimal implementation conditions and underlying mechanisms of different forms of VR-based exercise training.
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