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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.
JMIR Serious Games 2025;13:e53631
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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
JMIR Aging 2025;8:e72559
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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].
JMIR Serious Games 2025;13:e67314
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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.
JMIR Serious Games 2025;13:e65878
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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.
JMIR Serious Games 2025;13:e50992
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Reference 55: Effects of virtual reality training (exergaming) compared to alternative exercise trainingexergaming
J Med Internet Res 2025;27:e64742
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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.
JMIR Serious Games 2024;12:e52231
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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].
JMIR Serious Games 2024;12:e53999
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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.
JMIR Serious Games 2024;12:e53072
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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.
JMIR Serious Games 2023;11:e51073
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