Video games for kids with motor planning challenges
If your child loves games but gets frustrated when their hands can’t keep up with what they want to do, you’re not alone. The right game, and the right settings, can make a big difference. Every feature below links to its source.
Not medical advice. This guide is general information for families, not medical advice. Every child is different, and you know yours best. If your child has epilepsy or is sensitive to flashing lights, talk to your doctor and preview games yourself first.
What is motor planning?
Motor planning is “our ability to have an idea of how we want to move, plan how we’re going to move, and then actually move,” according to Berkshire Healthcare NHS Foundation Trust. Kids who find it hard may have poor timing, use too much or too little force, and need more practice than other children to learn new skills. Some have Developmental Coordination Disorder (previously known as dyspraxia). Occupational therapists and physiotherapists can assess movement difficulties.
In games, that often means trouble with quick reactions, pressing several buttons at once, holding buttons down, or steering a camera while moving.
What parents told us they look for
Parents on Reddit shared three things that help most: turn-based play, so there’s time to think before each move; not having to manage the camera; and assist settings that soften mistakes. The picks below are grouped around those ideas.
Turn-based games: take as long as you need
Mario + Rabbids Sparks of Hope (Switch)
A turn-based strategy game. The Family Gaming Database notes that you don’t need quick or precise reactions and have as long as you need each turn. Its options are generous:
- Experience presets: Relaxing, Average and Demanding. Relaxing makes enemies weaker, restores some health after battles, and spends skill points automatically (Super Mario Wiki).
- Invulnerability: a separate toggle that stops heroes taking damage from enemies, whatever the difficulty (Ubisoft). Heroes can still be affected by some negative status effects (Super Mario Wiki).
- Change any time: in Settings > Gameplay, with no penalty for changing (Ubisoft accessibility spotlight).
- Aim assist: main weapons lock on to enemies automatically (same source).
We haven’t rated this game yet, so we don’t have sensory scores for it.
Mario + Rabbids Kingdom Battle (Switch, ESRB: E10+)
The earlier game is also turn-based, and the main story doesn’t need quick reactions. Some optional challenges are timed and need fast inputs. There’s no invulnerability option. Instead, press Y when the battle map is first shown to turn on Extra Health, which fully heals your heroes and adds 50% health for that battle. You have to choose it each time. It only uses one button at a time, and you can’t save mid-level (Family Gaming Database). The opening cutscene has heavy screen shake. Not yet rated by us.
Pokémon Scarlet and Violet (Switch, ESRB: E)
Battles are turn-based, and the Family Gaming Database lists no simultaneous buttons, no required holds, no rapid pressing, and reaction time not critical. It saves any time, and you can practice on easy wild Pokémon near the start. Some things to know from the same report: exploring the open world sometimes needs quick reactions, a few sections are timed, and backgrounds can have moving elements and flashing lights that some players find distracting. Low frame rates can cause motion sickness. A Helping Functions option offers to move you back up after a big fall. Not yet rated by us.
Assist modes that soften mistakes
Mario Kart 8 Deluxe (Switch, ESRB: E)
Smart Steering helps kids stay on the track (Nintendo), and Auto-Accelerate holds the gas for you. Both are on by default and can be changed from the pause menu. The Family Gaming Database says the game can be played with one stick and one button, or by tilting the controller to steer. Start at 50cc. Our rating notes it can be loud and losing races is part of play, and we’re still checking Rainbow Road for flashing.
Super Mario Odyssey (Switch, ESRB: E10+)
Turn on Assist Mode in the options. Mario gets six health instead of three, health refills when he stands still, and arrows point the way. If he falls into a pit, lava or poison, a bubble carries him back to safe ground for the cost of one health (Super Mario Wiki). It’s still a 3D game where you move the camera, so it may suit kids who are ready for a little more.
Yoshi’s Crafted World (Switch, ESRB: E)
A side-on 2D game. Mellow Mode lets Yoshi fly as much as you want and gives extra eggs, and you can switch it on or off from the pause menu. In two-player mode, one player can ride on the other’s back so each person only uses two buttons (Family Gaming Database). Mellow Mode uses a flashing flower indicator, so keep that in mind if flashing is a concern. Not yet rated by us.
Kirby and the Forgotten Land (Switch, ESRB: E10+)
You pick one of two difficulties at the start and can change it later. You can turn on Auto Swallow, though you still need to hold a button to suck in enemies (Family Gaming Database). Buttons to press are shown as you approach interactive items. Combat is frequent.
Super Mario Bros. Wonder (Switch, ESRB: E)
Yoshi and Nabbit don’t take damage from enemies, though they can still fall into pits. You can reduce the presses needed for the ground-pound and turn off motion controls, and an unlockable Safety Bounce badge bounces you back once if you fall (Family Gaming Database). Levels have no time limits.
A setting that helps in every Switch game
On Nintendo Switch you can remap or disable buttons for any game: HOME Menu > System Settings > Controllers and Sensors > Change Button Mapping. You can save up to five presets (Nintendo Support). This can move an awkward button somewhere easier to reach, or switch off a button that keeps getting pressed by accident.
Tips from occupational therapy advice
The NHS motor planning advice suggests showing how to play a game before playing it, giving one direction at a time, and practicing often in small steps. With video games, that might mean:
- Play the first few minutes together and show each new move.
- Teach one button at a time before adding the next.
- Turn on assist settings first, then turn them off later only if your child wants more challenge.
For sensory details on our rated games, see each game page or how we rate.
One calm game a week, with the settings to change.
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