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Exergame-Based Behavior Change Interventions for Promoting Physical Activity: Systematic Review and Meta-Analysis of Randomized Controlled Studies

Exergame-Based Behavior Change Interventions for Promoting Physical Activity: Systematic Review and Meta-Analysis of Randomized Controlled Studies

Yet, numerous original studies on the effectiveness of exergame-based interventions for promoting PA have emerged from 2021 to 2024, indicating that the evidence needs to be updated [13-18]. Third, effective exergame-based intervention components are not fully explored and discussed in the previous review. Another review relevant to this topic was also published recently, but it also did not fully address the components of exergame interventions.

Si-Jia Li, Hao-Ming Ma, Lin-Qing Zhu, Hong-Yu Yu, Ao-Qi Wang, Xing-Yi Tang, Run-Yuan Pei, Mei-Hua Piao

J Med Internet Res 2025;27:e62906


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

Three types of video game combined training were compared: (A) Immersive and Interactive Wall Exergame, (B) SWITCH games, and (C) Bike-based Video Games group. I2 WE and SWITCH were classified as Moving While Thinking training, meaning that the cognitive task is integrated into the motor/physical task. BIKE-VG was considered Thinking While Moving training, where the cognitive and motor/physical tasks were not interconnected [5].

Néva Béraud-Peigné, Alexandra Perrot, Pauline Maillot

JMIR Serious Games 2025;13:e67314


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

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

To address the need for further robust evidence on exergame interventions in school settings, this study aimed to analyze the acute effects of a session of exergames, specifically Just Dance 2022, and active traditional games on inhibitory control performance of school-aged children with ASD.

Juliana Macedo Miranda, Rodrigo Alberto Vieira Browne, Weslley Quirino Alves da Silva, João Paulo Rodrigues dos Santos, Carmen Silvia Grubert Campbell, Isabela Almeida Ramos

JMIR Serious Games 2025;13:e65562


Evaluating the Clinical Efficacy of an Exergame-Based Training Program for Enhancing Physical and Cognitive Functions in Older Adults With Mild Cognitive Impairment and Dementia Residing in Rural Long-Term Care Facilities: Randomized Controlled Trial

Evaluating the Clinical Efficacy of an Exergame-Based Training Program for Enhancing Physical and Cognitive Functions in Older Adults With Mild Cognitive Impairment and Dementia Residing in Rural Long-Term Care Facilities: Randomized Controlled Trial

The Nintendo exergame “Wario Ware: Move It!” integrates 12 distinct movement modes, offering not only aerobic, coordination, and balance training but also cognitive exercises that engage memory, attention, and logical reasoning. The game’s difficulty can be flexibly adjusted to match users’ needs, ensuring optimal training effects at appropriate challenge levels. Despite its evident potential, comprehensive empirical studies are still required to substantiate its benefits fully.

Aoyu Li, Wei Qiang, Jingwen Li, Yan Geng, Yan Qiang, Juanjuan Zhao

J Med Internet Res 2025;27:e69109


Exergame (ExerG)-Based Physical-Cognitive Training for Rehabilitation in Adults With Motor and Balance Impairments: Usability Study

Exergame (ExerG)-Based Physical-Cognitive Training for Rehabilitation in Adults With Motor and Balance Impairments: Usability Study

Key considerations include safety, training goals, individuality, game environment, social interactions, and physical and technical overload for patients, as well as facets like meaningfulness, distractions from the game environment, safety, gamification elements, and the availability and accessibility of the exergame for therapists [13]. Therefore, further investigation into the usability and user experience of exergame functional models in real-world rehabilitation settings is essential.

Silvia Herren, Barbara Seebacher, Sarah Mildner, Yanick Riederer, Ulrike Pachmann, Nija Sonja Böckler, Stephan Niedecken, Sabrina Alicia Sgandurra, Leo Bonati, Isabella Hotz, Alexandra Schättin, Roman Jurt, Christian Brenneis, Katharina Lenfert, Frank Behrendt, Stefan Schmidlin, Lennart Nacke, Corina Schuster-Amft, Anna Lisa Martin-Niedecken

JMIR Serious Games 2025;13:e66515


Effect of an Internet-Based Pilates Telerehabilitation Intervention in People With Multiple Sclerosis: Protocol for a Randomized Controlled Trial

Effect of an Internet-Based Pilates Telerehabilitation Intervention in People With Multiple Sclerosis: Protocol for a Randomized Controlled Trial

Exergame-based telerehabilitation solutions represent an efficient alternative method to overcome barriers that prevent people with MS from accessing regular long-term rehabilitation interventions (ie, transportation and working time) and to provide effective treatments in a setting, matching the patient’s circumstances (eg, at home), priorities (eg, during lunch break), and capabilities (eg, physical impairment) [27].

Andrea Tacchino, Michela Ponzio, Paolo Confalonieri, Letizia Leocani, Matilde Inglese, Diego Centonze, Eleonora Cocco, Paolo Gallo, Damiano Paolicelli, Marco Rovaris, Loredana Sabattini, Gioacchino Tedeschi, Luca Prosperini, Francesco Patti, Edoardo Sessa, Elisabetta Pedrazzoli, Mario Alberto Battaglia, Giampaolo Brichetto

JMIR Res Protoc 2025;14:e58026