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The goal of this observational, non-interventional study is to explore how different exergame devices are perceived by young adults in terms of enjoyment and awareness of their potential use for physical activity and health improvement. Participants are exposed to several commercially available exergame systems in a standardized laboratory setting, with no intention to modify their health, fitness, or behavior.
The main questions it aims to answer are:
Participants will:
No interventions are applied and no pre-post measurements are collected; the study is purely observational, focusing on subjective user experience rather than behavioral or physiological change.
Full description
This study investigates exergames as interactive digital technologies that combine gaming elements with physical activity. The research focuses on multiple commercially available devices representing different modes of interaction (virtual reality, motion sensors, balance platforms, and handheld controllers). The design followed a cross-sectional, single-session observational approach with a single sample of healthy young adults.
All participants completed baseline self-reports on physical activity, followed by standardized, non-interventional exposure to several exergame devices. Each participant interacted with all devices in an assigned order, under controlled laboratory conditions, with no manipulation intended to modify physical fitness, health status, or behaviour.
The exposure served solely for observational and comparative purposes to collect subjective evaluations rather than to test any training or therapeutic effects. Outcomes (structured evaluations regarding enjoyment and perceived utility of each exergame) were collected immediately post-exposure only, with no pre-post measurements or longitudinal follow-up.
Five commercially available exergame systems were included to represent diverse interaction modes:
All devices were used in a standardized observation setting (10-minute exposure per device, total 50 minutes per participant) with consistent instructions across participants. The sequence of device use was randomized to minimize order effects but not to assign participants to different intervention arms.
After completing all exposures, participants were randomly assigned to complete post-exposure questionnaires referring to one exergame device only. This procedure ensured that each participant evaluated a single system in detail, while overall responses were distributed evenly across all devices.
The study applied validated psychometric tools (Exergame Enjoyment Questionnaire, EEQ) as the primary outcome measure, alongside a custom survey assessing perceived training potential, engagement, and expected health benefits. All variables represent subjective, self-reported outcomes collected in a single measurement session.
Statistical analyses (non-parametric tests such as Kruskal-Wallis with post-hoc comparisons) examined differences in enjoyment ratings across devices. Descriptive analyses summarized participants' responses regarding device preferences, awareness of exergame applications, and prior experience.
This study does not test any health-related intervention, treatment, or behavioral modification. It is an observational, exposure-only investigation designed to explore user experience and perception of different exergame modalities, without inducing or evaluating physiological or functional change.
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227 participants in 1 patient group
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Data sourced from clinicaltrials.gov
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