ArticleVirtual reality2022
A social VR-based collaborative exergame for rehabilitation: codesign, development and user study.
Article in Virtual reality, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 18 papers, 3 of them syntheses that pooled it.
What it found
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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.
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Who cites it
18 citing papers in PubMed, 3 syntheses or guidelines pooled it.
- Service Design Strategies to Enhance Exercise Adherence in Extended Reality Interventions for Older Adults: Systematic Review.JMIR aging · 2026Pooled it
- Effects of virtual reality exercise on social skills and emotional recognition among children with autism spectrum disorder: a meta-analysis of randomized controlled trials.BMC psychology · 2026Pooled it
- Technological Features of Immersive Virtual Reality Systems for Upper Limb Stroke Rehabilitation: A Systematic Review.Sensors (Basel, Switzerland) · 2024Pooled it
- User-Centered Design and Evaluation of a "Lehuo Pingpang" Exergame for Older Adults With Mild Cognitive Impairment: Cross-Sectional Convergent Mixed Methods Study.JMIR serious games · 2026Article
- Dynamic hand exercise recognition for game-based finger rehabilitation.Scientific reports · 2026Article
- Co-designing meaningful extended reality for physical rehabilitation: a stakeholder-driven approach to embodied telehealth.Frontiers in virtual reality · 2026Article
- Are gamifying exergames the future of intervention for people with dementia? Systematic review and meta-analysis.Frontiers in human neuroscience · 2026Review
- Construction of an evaluation index system for user satisfaction with immersive virtual reality exergaming.Frontiers in psychology · 2026Article
- The Effect of Immersion Technology on the Quality of Life in Older Adults: A Systematic Review.Aging medicine (Milton (N.S.W)) · 2025Article
- Advancing Rehabilitation Medicine with the Metaverse: Opportunities and Challenges.Brain sciences · 2025Article
- MetaRehabVerse: The Great Opportunity to Put the Person's Functioning and Participation at the Center of Healthcare.Neurorehabilitation and neural repair · 2025Review
- Augmented Reality Exergames for Upcoming Cognitive-Motor Rehabilitation: User-Centered Design Approach and User Experience of Healthy Children.JMIR rehabilitation and assistive technologies · 2025Article
- Metaverse-Aided Rehabilitation: A Perspective Review of Successes and Pitfalls.Journal of clinical medicine · 2025Review
- Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover Study.JMIR serious games · 2025Article
- Artificial Empathy in Therapy and Healthcare: Advancements in Interpersonal Interaction Technologies.Cyborg and bionic systems (Washington, D.C.) · 2025Review
- Ten-Minute Physical Activity Breaks Improve Attention and Executive Functions in Healthcare Workers.Journal of functional morphology and kinesiology · 2024Article
- Leveraging Emerging Technologies to Expand Accessibility and Improve Precision in Rehabilitation and Exercise for People with Disabilities.International journal of environmental research and public health · 2024Review
- Metaverse Wearables for Immersive Digital Healthcare: A Review.Advanced science (Weinheim, Baden-Wurttemberg, Germany) · 2023Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Immersive virtual reality (VR)-based exercise video games (exergames) are increasingly being employed as a supportive intervention in rehabilitation programs to promote engagement in physical activity, especially for elderly users. A multifaceted and iterative codesign process is essential to develop sustainable exergaming solutions. The social aspect is considered one of the key motivating factors in exergames; however, research on the social aspect of VR exergames has been limited. Previous studies have relied on competitiveness in exergames, but research has shown that competition can lead to adverse effects on users. With the aim of motivating elderly individuals to participate in physical exercise and improving social connectedness during rehabilitation, this work presents a social VR-based collaborative exergame codesigned with elderly participants and therapists. This exergame stimulates full-body exercise and supports social collaboration among users through a collaborative game task. Furthermore, this article presents a user study based on a mixed-methods approach to gather user feedback on exergame design and the effect of social collaboration versus playing alone in a VR exergame in terms of physical exertion and motivation. This study spanned five weeks (99 exergaming sessions) with 14 elderly participants divided into two groups, one playing collaboratively and the other playing individually. Between-group comparisons were performed at baseline (first week) and in the fourth week, and within-group comparisons were performed in the fifth week, when the participants played the exergame in counterbalanced order. In contrast to the first week, the participants exergaming collaboratively in the fourth week reported significantly higher intrinsic motivation on all subscales (enjoyment:
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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.