Saltar al contenido principal

ETHNOS_APP

Inicio • Búsqueda • Revistas • Lista 0

Beyond technology

How XR quality features shape user experience and physical activity determinants in exergaming

Datos Bibliográficos

ID9478267
AutoresAnaïck Perrochon (0000-0001-6915-2094, Université de Limoges), Karim El Ayoubi (0000-0002-3181-0730, Université de Limoges), Arnaud Boujut (0000-0002-1815-0782, Université de Limoges), Elpidio Attoh-Mensah (0000-0002-6469-0982, Université de Limoges, autor de correspondencia)
Año2025
Volumen260
Páginas105764
Fecha de publicación2025-10-01
Open AccessSí
TipoARTICLE
RevistaActa Psychologica (JOURNAL)
Identificadores de la revistaISSN: 0001-6918 • E-ISSN: 1873-6297
EditorialElsevier BV (PUBLISHER)
DOI10.1016/j.actpsy.2025.105764
PMID41076925
OpenAlexW4415079548
IdiomaEN
Referencias citadas37

Promoting physical activity (PA) in healthcare is essential, yet inactivity remains widespread. Exergames (EGs) offer a playful strategy to foster PA. Implementation technologies range from screen-based consoles to Extended Reality (XR) devices. Because XR environments differ in experiential quality features (e.g., immersivity, interactivity, coherence), they may affect individual-level PA determinants (physical, psychological, biological). This mini-review examines if different XR environments influence the user experience and individual-level PA determinants in EGs, highlighting areas for further research. Eleven eligible studies compared at least two exergaming environments (PC/screen, AR, or VR via head-mounted displays [HMDs] or CAVE) and reported outcomes on user experience (UX) and/or individual-level PA determinants. Compared with VR, AR was associated with fewer adverse effects (e.g., motion sickness, anxiety). Within VR environments, headset technology tends to enhance movement execution, elicit stronger neurophysiological responses (e.g., brain activity, heart rate) compared to large-scale systems, and enhance UX through the sense of presence. Comparted to computer-based setups, VR generally improved performance (e.g., higher game scores), immersion and motivation. Most studies were limited to young, healthy participants, revealing a gap in research on clinical and older populations. Current evidence suggests that XR should be considered not only based on hardware specifications, but also on experiential quality features that shape UX and, in turn, influence PA determinants. Future studies should systematically leverage such features to fully grasp the impact on PA determinants particularly in EGs

Affect (linguistics) · Experiential learning · Headset · Leverage (statistics) · Physical activity · Quality of experience · User experience design · Flow Experience in Various Fields · Image and Video Quality Assessment · Virtual Reality Applications and Impacts

  • Physical activity in older age

    Open Access•Jamie S McPhee, David P French et al.•Biogerontology•2016

  • Playing for Real

    Open Access•Tom Baranowski, Richard Buday et al.•American Journal of Preventive…•2008

  • A systematic review of gamification in e-Health

    Open Access•Lamyae Sardi, Ali Idri et al.•Journal of Biomedical Informatics•2017

  • What is XR? Towards a Framework for Augmented and Virtual Reality

    Open Access•Philipp A Rauschnabel, Reto Felix et al.•Computers in Human Behavior•2022

Altamente citadoNo
Abrir DOIOpen Access
Ethnos_APP • Proyecto Open Source • Licencia MIT • Frontend v2.0.0 • Privacidad y Cookies • Documentación de la API: api.ethnos.app/docs • Código de la API: GitHub • DOI: 10.5281/zenodo.17049435 • Código del Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae