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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

The Effect of Young People–Assisted, Individualized, Motion-Based Video Games on Physical, Cognitive, and Social Frailty Among Community-Dwelling Older Adults With Frailty: Randomized Controlled Trial

The Effect of Young People–Assisted, Individualized, Motion-Based Video Games on Physical, Cognitive, and Social Frailty Among Community-Dwelling Older Adults With Frailty: Randomized Controlled Trial

Motion-based video games (MBVGs), defined as “exergames” in some studies, are generally understood to combine video games or multimedia interactions with physical activities, which means players are required to perform specific physical movements to complete tasks assigned by the video game interface [14]. Due to the gamification features, game-based exercise is believed to enhance motivation and adherence since it provides real-time interaction as well as visual and audio performance feedback [15].

Arkers Kwan Ching Wong, Melissa Qian Zhang, Jonathan Bayuo, Karen Kit Sum Chow, Siu Man Wong, Bonnie Po Wong, Bob Chung Man Liu, David Chi Ho Lau, Tobias Kowatsch

JMIR Serious Games 2024;12:e57352

Game-Based eHealth Interventions for the Reduction of Fatigue in People With Chronic Diseases: Systematic Review and Meta-Analysis

Game-Based eHealth Interventions for the Reduction of Fatigue in People With Chronic Diseases: Systematic Review and Meta-Analysis

These interventions include exergames (ie, game-based exercise programs [31]), virtual reality (VR) tools [32], and serious game applications [33]. For example, Kato et al [34] investigated the effect of a serious game designed to improve adherence and other behavioral outcomes in children with cancer, finding that it successfully enhanced medication adherence and self-efficacy in the target group.

Leonie S Warlo, Souraya El Bardai, Andrica de Vries, Marie-Lise van Veelen, Suzan Moors, Edmond HHM Rings, Jeroen S Legerstee, Bram Dierckx

JMIR Serious Games 2024;12:e55034

Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental Study

Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental Study

Exergaming has been shown to achieve both moderate [31,38] and vigorous [38] levels of exertion, suggesting that exergames have the potential to serve as an alternative to conventional exercise [39]. Casual exergames are easily learned and quickly accessible exergames with simple rules, designed to motivate players to engage in moderate-intensity exercise during short play sessions [33].

Aseel Berglund, Helena Orädd

JMIR Serious Games 2024;12:e55905

The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure

The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure

A promising, innovative way to motivate people to become more physically active is the use of exergames. Exergames are games that combine gameplay with physical activity, requiring people to move in the real world [6]. They lead to an increase in physical activity [7] and have the potential to reach people with poor activity levels [8].

Aseel Berglund, Leonie Klompstra, Helena Orädd, Johan Fallström, Anna Strömberg, Tiny Jaarsma, Erik Berglund

JMIR Serious Games 2024;12:e50066

The Application of a Serious Game Framework to Design and Develop an Exergame for Patients With Heart Failure

The Application of a Serious Game Framework to Design and Develop an Exergame for Patients With Heart Failure

A novel approach to improve physical activity is the use of exergames, namely video games that require physical activity and movement to play. Exergames are serious games for health [14] that can increase motivation to be more active [15] and have been found to improve a patient’s physical function, balance, physical activity, exercise capacity, and energy expenditure [16-21].

Aseel Berglund, Tiny Jaarsma, Helena Orädd, Johan Fallström, Anna Strömberg, Leonie Klompstra, Erik Berglund

JMIR Form Res 2024;8:e50063