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Exergames Enjoyment and Awareness of Their Use for Physical Activity and Health Among Young Adults

P

Poznan University of Physical Education

Status

Completed

Conditions

Healthy Young Adults

Study type

Observational

Funder types

Other

Identifiers

Details and patient eligibility

About

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:

  • Do different exergame devices provide different levels of enjoyment (as measured by the Exergame Enjoyment Questionnaire)?
  • How do young adults perceive the usefulness of various exergames for supporting physical activity and health?

Participants will:

  • Complete a brief questionnaire on physical activity habits.
  • Take part in short (about 10 minutes each) exposure sessions using different exergame devices (VR, Wii Fit, Dance platform, Ring Fit) - approximately 50 minutes in total per participant.
  • Be randomly assigned to complete post-exposure questionnaires referring to one randomly selected device only.

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:

  • Sony PlayStation 4 with PlayStation VR (PS VR), using immersive virtual reality headsets with motion tracking.
  • Nintendo Wii Fit, employing a balance board platform to capture weight shifts and postural control.
  • Dance Revolution (DDR/StepMania-type system), based on a floor platform interface for rhythm-based movement.
  • Nintendo Switch with Ring Fit Adventure (RFA), combining a resistance ring and leg strap for sensor-based motion detection.
  • Meta Quest 2 (standalone VR headset), providing fully immersive virtual environments with handheld controllers.

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.

Enrollment

227 patients

Sex

All

Ages

18 to 36 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • 18 years old or older,
  • proficient in verbal communication,
  • fully mobile.

Exclusion criteria

  • any health conditions that could affect reaction time or PA levels, such as neurological disorders,
  • current injuries,
  • pain affecting the spine or upper limbs.

Trial design

227 participants in 1 patient group

healthy volunteers (university students, age 18-36)
Description:
Single cohort of healthy volunteers (university students, age 18-36), all of whom were exposed to multiple exergame devices in a single laboratory session

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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