Evidence map›Paper›PMID 41367931›Full record

ArticleDigital health

Bridging game metrics and user perception in remote virtual reality exergames: Lessons from a COVID-19 home-based study.

John E Muñoz, Emily A Bicknell, Samira Mehrabi, Aysha Basharat, Laura Middleton, Shi Cao, Michael Barnett-Cowan, Jennifer Boger

Abstract read
In one paragraph

Article in Digital health. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from 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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Article
  2. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors.

John E MuñozDepartment of Systems Design Engineering, University of Waterloo, Waterloo, ON, Canada.ORCID https://orcid.org/0000-0002-6161-9443
Emily A BicknellDepartment of Systems Design Engineering, University of Waterloo, Waterloo, ON, Canada.
Samira MehrabiDepartment of Kinesiology and Health Sciences, University of Waterloo, Waterloo, ON, Canada.
Aysha BasharatDepartment of Kinesiology and Health Sciences, University of Waterloo, Waterloo, ON, Canada.
Laura MiddletonDepartment of Kinesiology and Health Sciences, University of Waterloo, Waterloo, ON, Canada.
Shi CaoDepartment of Systems Design Engineering, University of Waterloo, Waterloo, ON, Canada.
Michael Barnett-CowanDepartment of Kinesiology and Health Sciences, University of Waterloo, Waterloo, ON, Canada.
Jennifer BogerDepartment of Systems Design Engineering, University of Waterloo, Waterloo, ON, Canada.ORCID https://orcid.org/0000-0001-6150-151X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Objective: With the increasing affordability of virtual reality (VR) technology, VR exergames are emerging as promising tools for promoting physical activity and engagement among older adults. However, little is known about how VR-generated game metrics and user experience data evolve over time and influence long-term adherence. This study examined the feasibility of a custom VR exergame- Methods: Thirteen community-dwelling older adults completed 18 seated VR sessions over 6 weeks (3×/week), integrating Tai Chi, rowing, and fishing activities. Automatically recorded in-game metrics included rowing repetitions, Tai Chi completion time, fishing response times, distance traveled, and in-game errors. A difficulty-adjusted performance index (DAPI) was computed using session one as baseline to track progress over time. Participants also completed a Game User Experience Scale at weeks 3 and 6. Results: Most participants showed improving or stable performance across sessions, with a smaller subset declining, highlighting individual differences. Significant gains were observed in Tai Chi completion time, rowing efficiency, and fishing response times. DAPI results confirmed overall upward performance trends despite repeated exposure. Game User Experience ratings remained high, particularly for enjoyment and ease of use, indicating sustained engagement and adherence. Conclusion: Custom VR exergames can support physical activity and engagement among older adults in home settings, even during periods of social restriction. Game metrics and self-reported experience offer complementary insights into feasibility, adaptability, and individualized progress, underscoring VR exergaming's potential to promote well-being while emphasizing the need for personalized engagement strategies.

Indexed as

at-home exerciseCOVID-19digital biomarkerexergaminggame metricshead-mounted displayolder adultspandemicuser experienceVirtual reality

Identifiers

PMID41367931
PMCPMC12682989

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC
Read underepoch 390

Registered trials

None linked

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.