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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

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

Exploring Virtual Reality and Exercise Simulator Interventions in Patients With Attention Deficit Hyperactivity Disorder: Comprehensive Literature Review

Exploring Virtual Reality and Exercise Simulator Interventions in Patients With Attention Deficit Hyperactivity Disorder: Comprehensive Literature Review

For instance, a study used a ski exergame sports simulator, while another focused on an exercise-centered treadmill. These variations highlight the importance of carefully considering the type of VR and exercise equipment used when analyzing the effectiveness of these interventions. Concrete examples of successful serious games and exergaming applications for ADHD provide valuable insights for guiding future designs.

Gurdeep Sarai, Prem Prakash Jayaraman, Oren Tirosh, Nilmini Wickramasinghe

JMIR Serious Games 2025;13:e57297

The Usability and Effect of a Novel Intelligent Rehabilitation Exergame System on Quality of Life in Frail Older Adults: Prospective Cohort Study

The Usability and Effect of a Novel Intelligent Rehabilitation Exergame System on Quality of Life in Frail Older Adults: Prospective Cohort Study

In this study, an Intelligent Rehabilitation Exergame System (IRES) that included a retro interactive exergame, real-time surface electromyography (s EMG) used to control the game, and reminiscence therapy was developed for use in the rehabilitation of frail older adults [19,23]. In addition, IRES records and provides data to health care professionals during rehabilitation to allow for the optimization of the rehabilitation protocol [19,23].

Chien-Hsiang Chang, Chun-Chun Wei, Wei-Chih Lien, Tai-Hua Yang, Bo Liu, Yimo Lin, Poh Thong Tan, Yang-Cheng Lin

JMIR Serious Games 2025;13:e50669

Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study

Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study

In addition, exergame training can result in neuroplasticity and cognitive improvement for older adults who are institutionalized [19], while increasing cognitive and physical function in healthy individuals. Exergame training incorporating both cognitive engagement and physical activity exerts greater benefits than cognitively engaging video game training alone [20]. Incorporating gameplay into rehabilitation and training can make such regimens more interesting.

Kuan-Chu Su, Ko-Chiu Wu, Kuei-Ru Chou, Chia-Hsu Huang

JMIR Serious Games 2025;13:e53045

Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover Study

Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover Study

To distinguish an HIIT VR exergame from existing models [20], we emphasize a design that prioritizes greater freedom of movement, enabling players to engage in high-intensity exercises without the constraints of rigid gameplay mechanics [21,22].

Pietro Merola, Marcos Barros Cardoso, Gabriel Barreto, Matheus Carvalho Chagas, Luana Farias Oliveira Saunders, Bryan Saunders, Danilo Cortozi Berton

JMIR Serious Games 2025;13:e63461