Developmental coordination disorder (DCD) is a neurodevelopmental disorder characterized by a significant deficit in motor skill acquisition and performance that falls well below what is expected for a person’s age and level of intelligence (
1). Clinical manifestations of these deficits, which cannot be attributed to an underlying general medical condition, include clumsiness, reduced speed, and decreased precision when performing both fine and gross motor tasks (
2,
3). The Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5), requires that these difficulties interfere with activities of daily living, academic productivity, and leisure activities (
2). The global prevalence is 5% - 6% among school-aged children, making DCD one of the most common pediatric motor disorders (
1,
4,
5). However, DCD remains underrecognized, which can delay early intervention (
6,
7).
Children with DCD exhibit gross motor deficits, including poor postural control, balance impairments, and difficulties with locomotion (
3,
5). Fundamental motor skills (FMS) are essential building blocks underlying complex motor abilities and are divided into two principal categories: Locomotor skills, such as running, hopping, and jumping, and object control skills, such as throwing, catching, and striking. These skills are substantially affected in children with DCD, manifesting as poor catching, difficulty using tools, impaired balance, and challenges in fundamental tasks such as running and throwing (
3,
8). These deficits compromise self-care and academic performance (
1,
9).
Neurobiologically, DCD involves disruptions in cerebro-cerebellar and frontostriatal circuits that are critical for motor learning (
10,
11). Recent electroencephalography studies have shown atypical beta oscillatory dynamics during procedural learning, linking poor motor learning to neural abnormalities (
10). Poorer physical health, lower self-esteem, higher anxiety, and reduced well-being are consistently reported (
1,
12).Developmental coordination disorder and attention-deficit/hyperactivity disorder frequently co-occur, increasing functional strain (
6).
Traditional motor-based interventions include process-oriented techniques, such as sensory integration, and task-oriented techniques, such as Neuromotor Task Training and Cognitive Orientation to Daily Occupational Performance (
3). According to a recent meta-analysis of 32 randomized controlled trials (RCTs), motor-based interventions considerably improve general motor skills (Hedges’ g = 1.00), balance (0.57), coordination (0.47), and activity performance (Hedges’ g = 0.71) (
3). However, motor-based interventions did not improve psychosocial outcomes or participation, indicating limited real-world transfer. Task-oriented training is recommended as a first-line intervention in the 2019 European guidelines (
9). Despite their efficacy, traditional interventions require specialized equipment, trained therapists, and frequent sessions, limiting accessibility (
13). Moreover, repetitive exercises are often perceived as tedious, reducing adherence.
Gamification, which involves incorporating game design elements into non-game contexts, offers a promising strategic approach. In motor rehabilitation, gamification includes exergames, serious games, and virtual reality/augmented reality therapies that require physical movement to control gameplay (
8,
14). These approaches leverage the intrinsic appeal of digital games to provide repetitive, task-specific motor practice within a rewarding context, sustaining engagement and promoting the high practice volumes required for motor learning (
15).
Evidence supports gamified interventions for DCD. A meta-analysis of nine RCTs with 266 participants found that nonimmersive virtual reality, such as Nintendo Wii, improved balance (standardized mean difference [SMD] = 0.40) and running/agility (SMD = 0.45) more than usual care (
16). Active video games are common assistive devices, and the feasibility of home-based use has been demonstrated (
17). A 6-week home-based exergaming program led to a statistically significant increase in balance percentile scores on the Movement Assessment Battery for Children, Second Edition (MABC-2), and this improvement remained evident at the 6-week follow-up evaluation (
18). Ten weeks of graded exergame training improved motor coordination, balance, and fitness (
19). However, task-oriented exergaming, such as Wii Fit, may yield smaller gains in functional strength than traditional Neuromotor Task Training (
13,
20).
Despite encouraging findings, important gaps remain. First, most gamified DCD interventions have focused on balance and gross locomotor skills, with limited attention to FMS, particularly integrated object control and locomotor abilities (
17). A recent scoping review noted that few devices target fundamental skill tasks and that none explicitly consider DCD-specific neurodevelopmental features, such as impaired motor planning (
17). Second, evidence for improvements in FMS, especially object control, is considerably less developed, and heterogeneous outcome measures hinder comparisons (
16,
17). Third, few studies have systematically measured motivational factors or examined how specific game design elements, such as feedback and challenge progression, influence FMS learning in DCD (
21). These gaps underscore the need for rigorous studies evaluating gamified interventions that target FMS in children with DCD.