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

Bibliographic Data

ID9478267
AuthorsAnaïck 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, corresponding author)
Year2025
Volume260
Pages105764
Publication date2025-10-01
Open AccessYes
TypeARTICLE
VenueActa Psychologica (JOURNAL)
Journal identifiersISSN: 0001-6918 • E-ISSN: 1873-6297
PublisherElsevier BV (PUBLISHER)
DOI10.1016/j.actpsy.2025.105764
PMID41076925
OpenAlexW4415079548
LanguageEN
References cited37

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

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

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