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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

Therapeutic Uses of Gaming in Mental Health: An Untapped Potential

Therapeutic Uses of Gaming in Mental Health: An Untapped Potential

Although a randomized controlled trial is also required for precise clinical impact assessment, these preliminary findings bolster the notion that “gaming” (primarily commercial video games, serious games, and exergames) within mental health services is validated as a viable alternative or complement to conventional methods of prevention, assessment, and treatment.

Jens Peter Eckardt

JMIR Serious Games 2024;12:e57714