ReviewJournal of neuroengineering and rehabilitation2021
Immersive virtual reality health games: a narrative review of game design.
Review in Journal of neuroengineering and rehabilitation, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 37 papers, 4 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
37 citing papers in PubMed, 4 syntheses or guidelines pooled it.
- Effectiveness of VR-based cognitive training and games on cognitive rehabilitation in patients with MCI: a systematic review and meta-analysis.Frontiers in neurology · 2025Pooled it
- Technological Features of Immersive Virtual Reality Systems for Upper Limb Stroke Rehabilitation: A Systematic Review.Sensors (Basel, Switzerland) · 2024Pooled it
- Efficacy of virtual reality-based training programs and games on the improvement of cognitive disorders in patients: a systematic review and meta-analysis.BMC psychiatry · 2024Pooled it
- Mobile-Health based physical activities co-production policies towards cardiovascular diseases prevention: findings from a mixed-method systematic review.BMC health services research · 2022Pooled it
- I thought it would be difficult, but this is actually something I can do - experiences with Virtual Reality-based cognitive training in persons with TBI.Annals of medicine · 2025Trial
- The Effects of Virtual Reality-Based Task-Oriented Movement on Upper Extremity Function in Healthy Individuals: A Crossover Study.Medicina (Kaunas, Lithuania) · 2025Trial
- Development of a Mixed-Reality Application for Volitional Step Training in People With Multiple Sclerosis: Cross-Sectional Qualitative User-Centered Co-Design Study.JMIR serious games · 2026Article
- Within-Person Reciprocal Relations among Academic Stress, Self-Esteem, and Problematic Internet Use in Chinese Adolescents.Journal of youth and adolescence · 2026Article
- Article
- Addition of immersive virtual reality-mediated programs with conventional physiotherapy on quality of life in knee osteoarthritis - A protocol of a randomized controlled trial.Journal of education and health promotion · 2026Article
- A multimodal tableware system for supporting mindful eating in solo dining: a pilot study.Frontiers in public health · 2026Article
- Immersive virtual reality for functional hand and finger rehabilitation: results from a randomized controlled trial in 150 patients after traumatic hand injuries.NPJ digital medicine · 2025Article
- Narrative-driven virtual reality serious game to support type 1 diabetes self-management in children.Scientific reports · 2025Article
- Virtual Reality Gaming and Its Impact and Effectiveness in Improving Eye-Hand Coordination and Attention Concentration in the Oldest-Old Population.Journal of clinical medicine · 2025Article
- Augmented Reality Exergames for Upcoming Cognitive-Motor Rehabilitation: User-Centered Design Approach and User Experience of Healthy Children.JMIR rehabilitation and assistive technologies · 2025Article
- Bridging Needs and Expectations of Individuals With Physical Disabilities and Community Services Stakeholders for the Cocreation of an Adapted Physical Activity Platform in Virtual Reality: Qualitative Study.JMIR serious games · 2025Article
- Validating Questionnaires for Lower Limb Rehabilitation Systems and Devices: A Scoping Review.Sports (Basel, Switzerland) · 2025Review
- Cognition in virtual reality: assessing user acceptability and feasibility of virtual reality cognitive screening for older adults.Frontiers in psychiatry · 2025Article
- Impact of VR-Based Cognitive Training on Working Memory and Inhibitory Control in IDD Young Adults.Healthcare (Basel, Switzerland) · 2024Article
- Nursing students' perceptions of interaction in a multiplayer virtual reality simulation: A qualitative descriptive study.Nursing open · 2024Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundHigh quality head-mounted display based virtual reality (HMD-VR) has become widely available, spurring greater development of HMD-VR health games. As a behavior change approach, these applications use HMD-VR and game-based formats to support long-term engagement with therapeutic interventions. While the bulk of research to date has primarily focused on the therapeutic efficacy of particular HMD-VR health games, how developers and researchers incorporate best-practices in game design to achieve engaging experiences remains underexplored. This paper presents the findings of a narrative review exploring the trends and future directions of game design for HMD-VR health games.
methodsWe searched the literature on the intersection between HMD-VR, games, and health in databases including MEDLINE, Embase, CINAHL, PsycINFO, and Compendex. We identified articles describing HMD-VR games designed specifically as health applications from 2015 onwards in English. HMD-VR health games were charted and tabulated according to technology, health context, outcomes, and user engagement in game design.
findingsWe identified 29 HMD-VR health games from 2015 to 2020, with the majority addressing health contexts related to physical exercise, motor rehabilitation, and pain. These games typically involved obstacle-based challenges and extrinsic reward systems to engage clients in interventions related to physical functioning and pain. Less common were games emphasizing narrative experiences and non-physical exercise interventions. However, discourse regarding game design was diverse and often lacked sufficient detail. Game experience was evaluated using primarily ad-hoc questionnaires. User engagement in the development of HMD-VR health games primarily manifested as user studies.
conclusionHMD-VR health games are promising tools for engaging clients in highly immersive experiences designed to address diverse health contexts. However, more in-depth and structured attention to how HMD-VR health games are designed as game experiences is needed. Future development of HMD-VR health games may also benefit from greater involvement of end-users in participatory approaches.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.