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The Experience of and Needs for Exergames in Older Adults With Mild Cognitive Impairment: Qualitative Interview Study

The Experience of and Needs for Exergames in Older Adults With Mild Cognitive Impairment: Qualitative Interview Study

The first part was an exergaming experience for older adults with MCI using our preselected, existing commercial exergame device Nintendo Switch. Given that older adults are a susceptible group in contact with exergames and most of them are not familiar with exergames, this study allowed older adults with MCI to play exergames for 10 to 20 minutes under the guidance of the rigorously trained research team members before the interview.

Xi Chen, Dian Jiang, Hongting Ning, Lina Wu, Yifei Chen, Chi Zhang, Ruotong Peng, Yishu Zhu, Hui Feng

JMIR Serious Games 2025;13:e53631

Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis

Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis

Reference 27: Older adults’ experiences of implementing exergaming programs: a systematic review and Reference 36: Comparing the effects of 30 minutes exergaming versus brisk walking on physiological andexergaming

Javier Bravo-Aparicio, Iria Trillo-Charlín, Juan Avendaño-Coy, Hector Beltran-Alacreu

JMIR Aging 2025;8:e72559

Active Video Games Training for Older Adults: Comparative Study of User Experience, Workload, Pleasure, and Intensity

Active Video Games Training for Older Adults: Comparative Study of User Experience, Workload, Pleasure, and Intensity

As Li et al [18] recommended in their systematic review, more studies are needed to compare the effects of different exergaming platforms. Herold et al [21] indicated that future studies should directly compare the effectiveness of various digital and home-based physical training interventions. It is highly recommended that AVG for public health and disease prevention be designed to meet the expectations and needs of its target users [22].

Néva Béraud-Peigné, Alexandra Perrot, Pauline Maillot

JMIR Serious Games 2025;13:e67314

Domain-Specific Evaluation of Exergame Metrics Among Older Adults With Mild Neurocognitive Disorder: Secondary Analysis of 2 Randomized Controlled Trials

Domain-Specific Evaluation of Exergame Metrics Among Older Adults With Mild Neurocognitive Disorder: Secondary Analysis of 2 Randomized Controlled Trials

In phase 1, we combined a comprehensive literature synthesis [61] with qualitative research, including primary end users (individuals with m NCD), secondary end users (multidisciplinary health and care professionals), other exergaming researchers, and experts from the exergaming industry [62], to elaborate a set of design requirements for the Brain-IT training concept. In phase 2, possible concepts were co-designed and developed based on the requirements defined in phase 1.

Wanda Kaiser, Eling D de Bruin, Patrick Manser

JMIR Serious Games 2025;13:e65878

Electrophysiological Insights in Exergaming—Electroencephalography Data Recording and Movement Artifact Detection: Systematic Review

Electrophysiological Insights in Exergaming—Electroencephalography Data Recording and Movement Artifact Detection: Systematic Review

For the search strategy, we considered 2 main concepts to retrieve the studies: “exergaming” and “electroencephalography.” We adjusted these concepts according to the respective databases’ Thesaurus and Me SH (Medical Subject Headings) terms. Also, a second search string was built to replace the concept of exergaming with commercial devices that meet the concept.

Carolina Rico-Olarte, Diego M Lopez, Bjoern M Eskofier, Linda Becker

JMIR Serious Games 2025;13:e50992

Impact of Fruit and Vegetable Enzyme Supplementation on Aerobic Performance and Lactate Response in Older Adults Following High-Intensity Interval Exercise Through Exergaming: Randomized Experimental Matched-Pair Study

Impact of Fruit and Vegetable Enzyme Supplementation on Aerobic Performance and Lactate Response in Older Adults Following High-Intensity Interval Exercise Through Exergaming: Randomized Experimental Matched-Pair Study

Although exergaming has been effective across a range of ages, its application in older adult populations presents unique opportunities and challenges. As the older adult population seeks safe, engaging, and effective exercise methods, exergaming could offer a solution that aligns with these requirements. However, integrating HIIE concepts into exergaming for older adults remains a relatively uncharted territory.

Shu-Cheng Lin, Chien-Yen Wang, Tien-Hung Hou, Hong-Ching Chen, Chia-Chi Wang

JMIR Serious Games 2024;12:e52231

Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study

Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study

VR gaming differs from traditional exergaming (eg, Wii Fit and Just Dance) in that the gaming environment is visually immersive and interactive, rather than having visuals confined to a screen and movements or interactivity restricted by the fidelity of an external camera. These limitations of exergaming may contribute to their variability in energy expenditure [11].

Tabitha V Craig, Ryan E Rhodes, Wuyou Sui

JMIR Serious Games 2024;12:e53999

Exploring the Use of a Learning-Based Exergame to Enhance Physical Literacy, Soft Skills, and Academic Learning in School-Age Children: Pilot Interventional Study

Exploring the Use of a Learning-Based Exergame to Enhance Physical Literacy, Soft Skills, and Academic Learning in School-Age Children: Pilot Interventional Study

For staying active while enjoying the pleasures of video games, a worthwhile alternative is exergaming. Indeed, exergaming or active video gaming requires bodily movements to play the game and encourages PA, with a focus on children’s interest in the game’s dynamics and stimulation.

Aurelie Goncalves, Florence Lespiau, Gaëtan Briet, Eugénie Vaillant-Coindard, Angèle Palermo, Elsa Decobert, Nathan Allegret-Bourdon, Elodie Charbonnier

JMIR Serious Games 2024;12:e53072

A Home-Based Exercise Program With Active Video Games for Balance, Motor Proficiency, Foot and Ankle Ability, and Intrinsic Motivation in Children With Chronic Ankle Instability: Feasibility Randomized Controlled Trial

A Home-Based Exercise Program With Active Video Games for Balance, Motor Proficiency, Foot and Ankle Ability, and Intrinsic Motivation in Children With Chronic Ankle Instability: Feasibility Randomized Controlled Trial

Therefore, much attention has recently been paid to the use of active video games (AVGs) or “exergaming” as an alternative method for therapeutic exercise in children with conditions [17,18] such as attention-deficit/hyperactivity disorder [19], type 2 diabetes [20], cerebral palsy [21], cancer [22], and developmental coordination disorder [23]. AVGs are technology-based games that track body movement or reaction to the game with instantaneous visual or audio feedback.

Janya Chuadthong, Raweewan Lekskulchai, Claire Hiller, Amornpan Ajjimaporn

JMIR Serious Games 2023;11:e51073