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What if staying active didn’t feel like exercise… but like play?

“Exergames,” interactive video games that require physical movement, are emerging as powerful tools to improve both physical and cognitive health.

#DementiaCare #BrainHealth #HealthyAging #Exergames #DigitalHealth #CognitiveHealth

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Design and Iterative Development of Serious #Exergames for Children With Autism Spectrum Disorder: Formative Multiple-Case Pilot Study Background: Children with autism spectrum disorder (ASD) exhibit cognitive, motor, and social difficulties that affect engagement, causing developmental delays, behavioral challenges, and obesity—interrelated concerns in daily functioning and well-being. Although interactive interventions have incorporated physical activity, they often rely on limited physical involvement and lack iterative, expert-informed design, as built on pre-existing #Game frameworks. Physical activity is often operationalized as constrained input (eg, gestures or in-place actions) rather than exertion-intensive, whole-body exercise, and design guidance for adapting exercise content under ASD-oriented safety and cognitive-sensory constraints remains limited. These limitations highlight the need for #Exergames that promote sustained, full-body participation aligned with developmental goals, motivating formative, co-design with expertise and initial field testing in this population. Objective: We aim to iteratively design exercise-based serious #Games (SGs) for children with ASD through a structured, expert-informed co-design process involving 21 professionals across special education, adapted physical education, and human-computer interaction, and to examine feasibility and use contexts through an exploratory multiple-case pilot study. Methods: We derived serious #Exergames using 4 design methods—stakeholder interview, concept mapping, creative matrix, and visualize the vote. Two #Exergames—“Fruit Sorting Run” and “Hazard Avoiding Ride”—were developed, integrating full-body running and cycling movements into goal-directed tasks under ASD-oriented constraints. We conducted a multiple-case pilot with 3 children with ASD. During #Gameplay, caregivers labeled engagement using a binary input interface, and we conducted postsession caregiver interviews to capture complementary observations. Results: Engagement in both #Exergames tended to increase over normalized time. Generalized estimating equations with a logit link and an autoregressive working correlation of order 1 (AR1), including participant indicators, showed a statistically significant association between normalized time and engagement in Fruit Sorting Run (per 0.1 increase: β=0.48; odds ratio 1.62, 95% CI 1.09-2.38; P=.02) and Hazard Avoiding Ride (per 0.1 increase: β=0.66; odds ratio 1.93, 95% CI 1.04-3.60, P=.04). Caregiver interviews reinforced these findings, reporting increased attention, motivation, and enjoyment across both activities. Conclusions: The findings support the applicability of an expert-informed design approach and the viability of the resulting #Exergames, integrating goal-directed physical activity, #Virtual agent–based prompting, and stakeholder-informed considerations such as motor-cognitive alignment, interactive scaffolding, and support for daily living skills. Distinct from prior SG approaches that operationalize physical activity through discrete gestures or in-place interactions, the proposed #Exergames embed sustained, exertion-intensive, whole-body movement within structured #Gameplay. Within this exploratory multiple-case pilot, engagement trajectories tended to increase over time. These preliminary observations provide an initial basis for a testable hypothesis that exertion-intensive, full-body SGs with #Virtual agent–based prompting may be associated with increasing engagement over time, meriting further examination in larger samples and applied educational and therapeutic contexts.

JMIR Serious Games: Design and Iterative Development of Serious #Exergames for Children With Autism Spectrum Disorder: Formative Multiple-Case Pilot Study

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#Mobile #Exergames to Reduce Sedentary Time in Patients With Heart Failure: What Do Health Care Professionals Expect? N/A

JMIR Serious Games: #Mobile #Exergames to Reduce Sedentary Time in Patients With Heart Failure: What Do Health Care Professionals Expect?

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Achieving #Gameplay Independence in #VirtualReality #VR #Exergames for Individuals With Mild Intellectual Disabilities: Pilot Study Background: Individuals with mild intellectual disabilities (ID) often face cognitive and functional challenges, which can lead to low physical activity (PA) and a higher risk of obesity. While #VirtualReality #VR (VR) #Exergames show promise for promoting PA in typically developing children, a key barrier for individuals with ID is the lack of a structured teaching methodology. This study argues that a tailored approach is essential to help children with mild ID gain independence in #Gameplay. By learning specific patterns, they can achieve greater autonomy, which not only facilitates increased PA but also improves motor competence, physical #Fitness, functional abilities, and overall well-being. Objective: This study aims to evaluate the effectiveness of the WISH (Warm-up, Imitation, Settings, Half-hour #Exergame session) and WON (Warm-up, Objective evaluation, No problem!) training protocols in improving participant independence, #Exergame performance, and overall #Gameplay experience in VR. Methods: We used a multisession, single-group research design involving 16 training sessions in this pilot study. The 16 sessions were conducted during scheduled physical education classes at a special school in Poland from October 2023 to May 2024. The intervention comprised two main protocols: the WISH protocol (sessions 1-4), an introductory phase focused on familiarization with VR technology and #Gameplay mechanics, and the WON protocol (sessions 5-16), designed for gradual reduction of trainer assistance to promote #Gameplay independence. Results: The statistical analysis confirmed the effectiveness of both the WISH and WON protocols. A Wilcoxon signed-rank test on the WISH protocol revealed a statistically significant improvement in understanding instructions for the warm-up (r=0.87; P=.009), the projector imitation (r=0.91; P=.007), and participant #Exergame performance (r=0.90; P=.03). Within the WON protocol, the Wilcoxon test also showed a significant increase in participant #Exergame performance (r=0.89; P=.008). Further analysis using Spearman rank-order correlation indicated a very strong association between increased independence and better #Exergame performance (ρ=0.91; P=.002) and overall #Gameplay experience (ρ=0.63; P

JMIR Serious Games: Achieving #Gameplay Independence in #VirtualReality #VR #Exergames for Individuals With Mild Intellectual Disabilities: Pilot Study

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Exploring Mixed-Reality #Exergames for Sports Rehabilitation: Design Insights and Evaluation Findings Background: Exergaming, involving physically active play, provides a means for motivating and functional training. It may also offer an innovative solution for rehabilitation after sports injuries such as anterior cruciate li#Gament (ACL) injury. Rehabilitation is lengthy and only partially prepares athletes for the demands of sports. As a result, only 65% of athletes return to the same performance level as before the injury. #Exergames specific to ACL rehabilitation are missing. Their unique combination of physical and cognitive challenge may contribute to preparing patients for their return to sports. Collaboration of sport scientists, #Game designers, and physiotherapists enables comprehensive and user-centered development of an innovative training concept incorporating the needs of both patients and therapists along with scientific evidence. Objective: This project aimed to develop a specific #Exergame scenario for sports rehabilitation after ACL injuries. A research-driven, user-centered, iterative approach was followed. The project was structured into four phases: (1) assessment of motor performance during a #Fitness #Exergame, (2) investigation and establishment of user requirements, (3) development of a new #Exergame, and (4) validation of the new #Exergame. Methods: For assessment of motor performance, lower extremity kinematics during a #Fitness #Exergame scenario in the ExerCube were assessed in 24 athletes (6 after ACL injury) using marker-based motion capture. Regarding user requirements, focus groups with physiotherapists and patients were conducted. Development of a new #Exergame was from the kinematic analysis results and user requirements guided the iterative, interdisciplinary design of a new #Exergame scenario and movement concept for the ExerCube. For validation, developed #Exergame scenarios were recurrently evaluated with patient and therapist focus groups and transformed into a final #Exergame scenario. Results: For assessment of motor performance, there was a main effect of exercise in maximal knee valgus, knee internal rotation, and hip flexion with P

JMIR Serious Games: Exploring Mixed-Reality #Exergames for Sports Rehabilitation: Design Insights and Evaluation Findings

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Technology-Assisted Motor-Cognitive Training Among Older Adults: Rapid Systematic Review of Randomized Controlled Trials Background: Age-related physiological changes in older adults involve a rapid decline in motor exercise ability; some older adults may also experience difficulties in maintaining focus, memory loss, a...

Joystick your grey matter: A rapid review of 20 RCTs finds tech-driven motor-cognitive games (10–30 min, 2–3×/wk for ~6 wks) lifted brain-and-body performance in 90 % of trials high fun, low drop-outs. Short sessions, long pay-offs. #FitnessSky #BrainGains #Exergames #ActiveAging
tiny.cc/cwap001

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The Experience of and Needs for #Exergames in Older Adults With Mild Cognitive Impairment: Qualitative Interview Study Background: As a novel intervention method that combines exercise and #Games, #Exergames have demonstrated a positive impact on enhancing the cognitive and physical functions of older adults with mild cognitive impairment (MCI). However, there remains a dearth of knowledge and evidence regarding the experiences and needs of the older adult population in China with MCI about #Exergames. Objective: This qualitative study aimed to investigate the experience of and needs for #Exergames among older adults with MCI. Methods: We adopted a phenomenological methodology for this study, and conducted it at a community and nursing home in Changsha, Hunan Province, from June to August 2023. We used the purpose sampling method to conduct semistructured interviews with 21 older people with MCI. Older people with MCI were allowed to experience #Exergames using our preselected #Exergame device, the Nintendo Switch, and they were interviewed to understand their experience and needs for #Exergames. The interviews were recorded and transcribed verbatim, and the data were uploaded to NVivo 12 software for encoding. The corresponding text was then reviewed for data analysis. Data analysis was guided by the methodology proposed by Giorgi and was carried out simultaneously with data collection. This study’s trustworthiness was evaluated according to credibility, dependability, confirmability, and transferability criteria. Results: Overall, 21 participants (mean age 70.2, SD 7.6 y; n=17, 81% women; mean Montreal Cognitive Assessment score 18.8, SD 3.6) were interviewed. Moreover, 21 interviews were conducted. By the 18th interview, the data were saturated, and to make sure no new topics came up, we conducted 3 more interviews. The experience of older people with MCI with #Exergames includes five parts: their attitudes toward #Exergames vary, they are both entertaining and interesting, they promote physical activity and exercise, they pass the time and relieve loneliness, and their conditions of use are not restricted. The needs of older people with MCI for #Exergames include the desire to design older people–friendly #Exergames, ensure scientific validity and safety in the process of sports, provide a good gaming experience, exercise physical and cognitive function, and provide support and training. Conclusions: This study provides an interpretative understanding of the experiences and needs associated with #Exergames in older people with MCI, which could inform #Exergame development appropriate for this population and guide the implementation of #Exergame interventions in this population. Most older people with MCI expressed a positive attitude toward #Exergames, but not all were interested in them. Older people with MCI viewed #Exergames as both entertaining and fun, promoting physical activity and exercise, passing the time, relieving loneliness, and the conditions of use were not restricted. #Exergames for older people with MCI should be older people–friendly, scientific, safe, provide a good play experience, exercise physical and cognitive function, and provide training and support. In the future, #Exergames should be tailored to meet the unique needs of older people with MCI, which is critical to improving their well-being.

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

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The Experience of and Needs for #Exergames in Older Adults With Mild Cognitive Impairment: Qualitative Interview Study Background: As a novel intervention method that combines exercise and #Games, #Exergames have demonstrated a positive impact on enhancing the cognitive and physical functions of older adults with mild cognitive impairment (MCI). However, there remains a dearth of knowledge and evidence regarding the experiences and needs of the older adult population in China with MCI about #Exergames. Objective: This qualitative study aimed to investigate the experience of and needs for #Exergames among older adults with MCI. Methods: We adopted a phenomenological methodology for this study, and conducted it at a community and nursing home in Changsha, Hunan Province, from June to August 2023. We used the purpose sampling method to conduct semistructured interviews with 21 older people with MCI. Older people with MCI were allowed to experience #Exergames using our preselected #Exergame device, the Nintendo Switch, and they were interviewed to understand their experience and needs for #Exergames. The interviews were recorded and transcribed verbatim, and the data were uploaded to NVivo 12 software for encoding. The corresponding text was then reviewed for data analysis. Data analysis was guided by the methodology proposed by Giorgi and was carried out simultaneously with data collection. This study’s trustworthiness was evaluated according to credibility, dependability, confirmability, and transferability criteria. Results: Overall, 21 participants (mean age 70.2, SD 7.6 y; n=17, 81% women; mean Montreal Cognitive Assessment score 18.8, SD 3.6) were interviewed. Moreover, 21 interviews were conducted. By the 18th interview, the data were saturated, and to make sure no new topics came up, we conducted 3 more interviews. The experience of older people with MCI with #Exergames includes five parts: their attitudes toward #Exergames vary, they are both entertaining and interesting, they promote physical activity and exercise, they pass the time and relieve loneliness, and their conditions of use are not restricted. The needs of older people with MCI for #Exergames include the desire to design older people–friendly #Exergames, ensure scientific validity and safety in the process of sports, provide a good gaming experience, exercise physical and cognitive function, and provide support and training. Conclusions: This study provides an interpretative understanding of the experiences and needs associated with #Exergames in older people with MCI, which could inform #Exergame development appropriate for this population and guide the implementation of #Exergame interventions in this population. Most older people with MCI expressed a positive attitude toward #Exergames, but not all were interested in them. Older people with MCI viewed #Exergames as both entertaining and fun, promoting physical activity and exercise, passing the time, relieving loneliness, and the conditions of use were not restricted. #Exergames for older people with MCI should be older people–friendly, scientific, safe, provide a good play experience, exercise physical and cognitive function, and provide training and support. In the future, #Exergames should be tailored to meet the unique needs of older people with MCI, which is critical to improving their well-being.

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

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Acceptability of and Willingness to Use #VirtualReality #VR #Exergames for #Weight Loss Among Young Adults With Over#Weight or Obesity in China: Qualitative Study Background: Over#Weight and obesity seriously affect physical and psychological health worldwide. They are common public health issues in young adults who are considered a 'vulnerable group' prone to adopt unhealthy lifestyles that can lead to over#Weight and obesity. #VirtualReality #VR #Exergames could help to increase balance performance among Parkinson’s disease patients and improve #Depression and pain interference among individuals with chronic neck pain. Still, limited research has been conducted on the use of #VirtualReality #VR #Exergames among over#Weight and obese young adults and their willingness and acceptability remain unclear. Objective: This study aimed to assess the acceptability of and willingness to use #VirtualReality #VR #Exergames for #Weight loss among over#Weight or obese young adults. Methods: This was a qualitative study. Sixteen young adults who were over#Weight or obese were recruited in Guangzhou, China and divided into four focus groups. They were interviewed between September and October 2023 through semi-structured interviews. NVivo 14 was used to transcribe, code, and thematically analyze interviews. Results: Four main themes and eight subthemes emerged from the data. The main themes included perception of previous #Weight loss measures (regarded exercise and diet as the main measures for #Weight loss, difficulties in holding on to the #Weight loss methods), acceptability of #VirtualReality #VR #Exergames (increasing opportunities for exercise, a powerful means for propelling doing exercise, positive impact on psychological well-being, more appealing to office workers than students), willingness to use #VirtualReality #VR #Exergames, and concerns (#Weight loss effect, other concerns). Conclusions: #VirtualReality #VR #Exergames were seen as beneficial for maintaining exercise and promoting psychological well-being among over#Weight or obese young adults, despite concerns about effectiveness, cost, and privacy. Almost all young adults indicated their willingness to try these kinds of #Games if given the opportunity. These findings suggested that #VirtualReality #VR #Exergames could be a promising tool for #Weight management in this population.

JMIR Serious Games: Acceptability of and Willingness to Use #VirtualReality #VR #Exergames for #Weight Loss Among Young Adults With Over#Weight or Obesity in China: Qualitative Study

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🚨 WEBINAR TODAY: How do exergames impact health & motivation?

Join Dr. Aseel Berglund today at 15:00 CEST to explore the role of movement-based gaming in behavior change. Register now: landingpage.jmirpublications.com/bibsam-open-...

#Exergames #DigitalHealth #Webinar

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🚨 Webinar: Can exergames improve health & break up sedentary behavior? Join Dr. Aseel Berglund on 24 March to explore motivation & movement-based gaming.

Register now: landingpage.jmirpublications.com/bibsam-open-...

#Exergames #Gamification #Webinar

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Effects of a Session of #Exergames and Traditional #Games on Inhibitory Control in Children With Autism Spectrum Disorder: Randomized Controlled Crossover Trial Background: Autism Spectrum Disorder (ASD) is characterized by deficits in executive functions, such as inhibitory control, which affect behavior and social adaptation. Although physical activity-based interventions, such as #Exergames, have shown…

JMIR Serious Games: Effects of a Session of #Exergames and Traditional #Games on Inhibitory Control in Children With Autism Spectrum Disorder: Randomized Controlled Crossover Trial

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🎮Dos videojuegos para mejorar la rehabilitación de manos y muñecas. Desde el RoboticsLab de la @uc3m.es han creado #exergames que combinan ciencia y diversión para potenciar la recuperación.💪

Descúbrelos👇

uc3m.es/ss/Satellite...
#innovación #rehabilitación #saludytecnología

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eXtended Reality for rehabilitation at the Plenary Meeting of the PNC Fit for Medical Robotics project
#fit4medrob
#vr #exergames #xr4rehab

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🏁 #RaceYourselves features 5 stages, all with unique designs, mechanics, and goals. If you want to learn more, check out the graphic below! #HIIT #Fitness #Exergames #VR

DOWNLOAD NOW: vr.meta.me/s/22r5d1VnR7...

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#Sport is always beneficial to the #heart, even if virtual! The case of #exergames www.escardio.org/Sub-specialt... #EAPC

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Exergaming at home through EvolvRehab! Here's an example of a stroke survivor in the UK improving balance and gait performance through personlised exergames prescribed by their therapist remotely.

Exergaming at home through EvolvRehab! Here's an example of a stroke survivor in the UK improving balance and gait performance through personlised exergames prescribed by their therapist remotely.

𝟮 𝗪𝗵𝘆 𝘂𝘀𝗲 𝗘𝘅𝗲𝗿𝗴𝗮𝗺𝗲𝘀?
✅Exergames can improve balance, mobility, strength and cognitive skills and increase autonomy.
✅Exergames can be personalized to each indvidual's ability level and needs.
✅Exergames use gamification techniques to motivate patients and improve adherence to treatment.
#Exergames

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𝟭 𝗪𝗵𝗮𝘁 𝗮𝗿𝗲 𝗘𝘅𝗲𝗿𝗴𝗮𝗺𝗲𝘀?
👟Exergames are videogames that incorporate physical activity into gameplay.
🏥➝🏡They are an effective way of providing high-dose and intensive repetitive physical activity to patients as an adjunct to therapy from hospital to home.
#Exergames #neurorehab #fallsprevention

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