Search Articles

View query in Help articles search

Search Results (1 to 10 of 48 Results)

Download search results: CSV END BibTex RIS

CSV download: Download all 48 search results (up to 5,000 articles maximum)

Exploring Mixed-Reality Exergames for Sports Rehabilitation: Design Insights and Evaluation Findings

Exploring Mixed-Reality Exergames for Sports Rehabilitation: Design Insights and Evaluation Findings

Furthermore, exergames can have positive effects on cognitive functions, such as executive functions, attention, and visual-spatial skills [32-37] as well as physical activity levels, energy expenditure, and heart rate. By immersing players in an audiovisual, narrative-based game scenario, exergames shift their cognitive and emotional focus to the playful experience, facilitating engagement in physically challenging training [38,39].

Michelle C Haas, Larissa Wild, Leander Schneeberger, Eveline S Graf, Anna Lisa Martin-Niedecken

JMIR Serious Games 2025;13:e68431


Age Differences in Flow Experience During Body Movement–Controlled Video Game Rehabilitation Tasks: Cross-Sectional Study

Age Differences in Flow Experience During Body Movement–Controlled Video Game Rehabilitation Tasks: Cross-Sectional Study

These games, which also belong to exergames, are increasingly being explored for their potential in rehabilitation, such as fall prevention and improving balance and mobility [8,9]. However, despite advancements in BMCVG hardware, rehabilitation task design often fails to integrate mechanisms that sustain engagement, leading to poor subjective experiences [10].

Shiyi Tong, Lixuan Li, Yuankun Zhang, Weiyan Ren, Fang Pu

JMIR Serious Games 2025;13:e76278


Effects of Exergames on Motor Skills, Psychological Well-Being, and Cognitive Abilities in Schoolchildren and Adolescents: Scoping Review

Effects of Exergames on Motor Skills, Psychological Well-Being, and Cognitive Abilities in Schoolchildren and Adolescents: Scoping Review

Other meta-analyses have focused on the benefits of exergames in school settings, specifically regarding PE learning. In particular, they have shown that exergames can improve performance in PE education and suggest using exergames in small classes, limiting the implementation cycle to 1‐2 months, and selecting games according to different age groups [31].

Eleonora Rosi, Valentina Bianchi, Ilaria Baù, Rebecca Nuzzo, Stefania Valsecchi, Massimo Molteni, Paola Colombo

JMIR Pediatr Parent 2025;8:e71416


Design and Evaluation of a Digital Health App (SingaporeWALK) for Active Aging: Pre-Post Intervention Study

Design and Evaluation of a Digital Health App (SingaporeWALK) for Active Aging: Pre-Post Intervention Study

SGWALK integrates 3 core functionalities: (a) physical activity promotion through exergames such as Fruit Ninja and Piano Step, aligned with Singapore’s national exercise guidelines for older adults; (b) nutrition tracking with goal-setting features focused on hydration, dairy intake, and balanced meals; and (c) mental well-being monitoring using validated psychological assessment tools.

Huanyu Bao, Sowmiya Meena Siva Subramanian, Sai Ganesh Sarvotham Pai, Navrag B Singh, Kai Zhe Tan, Tan Phat Pham, Feihong Pan, Yin-Leng Theng, Edmund Lee

JMIR Form Res 2025;9:e68937


Home-Based Virtual Reality Training for Enhanced Balance, Strength, and Mobility Among Older Adults With Frailty: Systematic Review and Meta-Analysis

Home-Based Virtual Reality Training for Enhanced Balance, Strength, and Mobility Among Older Adults With Frailty: Systematic Review and Meta-Analysis

In this review, VR refers to interactive, digital systems that simulate task-oriented environments to encourage physical rehabilitation, which includes platforms such as sensor-enabled gaming platforms, exergames, and nonimmersive VR [29,30]. This definition incorporates motion-tracking systems that do not require the use of head-mounted displays but require real-time feedback and user engagement through physical movement, which are commonly used in VR-based rehabilitation interventions [31].

Hammad Alhasan, Elaf Alandijani, Lara Bahamdan, Ghofran Khudary, Yara Aburaya, Abdulaziz Awali, Mansour Abdullah Alshehri

JMIR Serious Games 2025;13:e67146


Insights on the User Experience and Feasibility of an Electromyography-Driven Exergame Combined With Blood Flow Restriction for Strength Training in Hospitalized Older Adults: Mixed Methods Randomized Controlled Feasibility Study

Insights on the User Experience and Feasibility of an Electromyography-Driven Exergame Combined With Blood Flow Restriction for Strength Training in Hospitalized Older Adults: Mixed Methods Randomized Controlled Feasibility Study

A novel therapy modality that has proven effects on motivation is exergames for rehabilitation. Exergames combine exercise with the motivational aspect of interactive video games [16]. In older adults, it was found that exergames have a positive effect on physical function [17]. Additionally, Rytterström et al [18] reviewed the feasibility and practical implications of exergames in this population and reported that older adults found exergaming physically and cognitively demanding, yet enjoyable.

Ruben Debeuf, Reinhard Claeys, Margo Berlanger, Myrthe Bunt, Aziz Debain, Daan De Vlieger, Matthias Eggermont, Mahyar Firouzi, Stefania Guida, Katarína Kostková, Siddhartha Lieten, Lubos Omelina, Silvia Zaccardi, Bart Jansen, Eva Swinnen, David Beckwée

JMIR Serious Games 2025;13:e69400


An Exergames Program for Adolescents With Type 1 Diabetes: Qualitative Study of Acceptability

An Exergames Program for Adolescents With Type 1 Diabetes: Qualitative Study of Acceptability

Using exergames and virtual reality, we provided a fun and interactive environment for participants to interact and engage in PA in our study. Pairing a video game or virtual reality with group activities in a virtual setting proved to be a viable approach to addressing some of the psychosocial challenges that adolescents with T1 D experience. Participants attributed the Exer T1 D program to enhancing their diabetes knowledge and management skills, both overall and during PA.

Selene S Mak, Laura M Nally, Juanita Montoya, Rebecca Marrero, Melissa DeJonckheere, Kevin L Joiner, Soohyun Nam, Garrett I Ash

JMIR Diabetes 2025;10:e65665


Acceptability of and Willingness to Use Virtual Reality Exergames for Weight Loss Among Young Adults With Overweight or Obesity in China: Qualitative Study

Acceptability of and Willingness to Use Virtual Reality Exergames for Weight Loss Among Young Adults With Overweight or Obesity in China: Qualitative Study

During snowy or rainy conditions, people don’t feel like going out…Yeah, just stays in one place and wraps himself in a blanket all day… Virtual games(virtual reality exergames) can be played at home. There are simply more opportunities to exercise. Right? Many interviewees believed that VR exergames could help them maintain their exercise routines. On one hand, the fun aspect of VR exergames might motivate them to keep exercising.

Yanya Chen, Bingsheng Guan, Yaqi Zhang, Suen Chow Lee, Jia-yu Liu, Sicun Li, Ming Liu, Xiaoshen Zhang, Wai-kit Ming

JMIR Serious Games 2025;13:e66998


Augmented Reality Exergames for Upcoming Cognitive-Motor Rehabilitation: User-Centered Design Approach and User Experience of Healthy Children

Augmented Reality Exergames for Upcoming Cognitive-Motor Rehabilitation: User-Centered Design Approach and User Experience of Healthy Children

Developing AR-based cognitive-motor exergames could offer an innovative and engaging approach for young patients, addressing both their physical and cognitive stimulation needs. The development of an XR rehabilitation device is complex and involves multiple methodological steps [12,19,20] to ensure usability, acceptability, and effectiveness.

Maxime Balloufaud, Arnaud Boujut, Romain Marie, Aurélie Guinaldo, Laurent Fourcade, Julia Hamonet-Torny, Anaick Perrochon

JMIR Rehabil Assist Technol 2025;12:e69205