ArticleDigital health
Bridging game metrics and user perception in remote virtual reality exergames: Lessons from a COVID-19 home-based study.
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.
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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
2 citing papers in PubMed.
- Whose time is a body allowed? Virtual reality, aging, and temporal justice.Frontiers in public health · 2026Article
- Construction of an evaluation index system for user satisfaction with immersive virtual reality exergaming.Frontiers in psychology · 2026Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
8 authors.
Funding
No grant is acknowledged in the PubMed record.
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.
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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.