Evidence map›Paper›PMID 42015309›Full record

ArticleBMC sports science, medicine & rehabilitation2026

Exergame enjoyment using various devices and awareness of their use for physical activity and health improvement among young adults.

Magdalena Cyma-Wejchenig, Jacek Tarnas, Meisam Taheri, Rafał Stemplewski

Registry-linked trialAbstract read
In one paragraph

Article in BMC sports science, medicine & rehabilitation, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT07235631 (Exergames Enjoyment Using Various Devices and Awareness of Their Use for Physical Activity and Health Improvement Among Young Adults), which is not on this map. Not yet cited in PubMed.

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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.

NCT07235631 completednot on this map

Exergames Enjoyment Using Various Devices and Awareness of Their Use for Physical Activity and Health Improvement Among Young Adults

TypeobservationalSponsorPoznan University of Physical EducationRan2024 to 2024Enrolled227ConditionsHealthy Young Adults
3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

4 authors.

Magdalena Cyma-WejchenigDepartment of Digital Technologies in Physical Activity, Poznań University of Physical Education, Poznań, 61-871, Poland. cyma-wejchenig@awf.poznan.pl.
Jacek TarnasDepartment of Digital Technologies in Physical Activity, Poznań University of Physical Education, Poznań, 61-871, Poland.
Meisam TaheriDepartment of Game Development, The Game School, University of Inland Norway, Hamar, Norway.
Rafał StemplewskiDepartment of Digital Technologies in Physical Activity, Poznań University of Physical Education, Poznań, 61-871, Poland. stemplewski@awf.poznan.pl.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundExergames are increasingly used to promote physical activity (PA) and exercise engagement among young adults; however, enjoyment and awareness may vary depending on the device and user experience. This may influence the willingness to engage in PA using such technologies. In this study, differences in enjoyment across several exergame platforms and awareness and perceptions of exergame use among young adults were examined. The study provides a head-to-head comparison of enjoyment across five exergame platforms in young adults and identifies limited technology adoption as a potential barrier to scalable PA promotion.

methodsIn the cross-sectional, single-session observational study, a total of 227 students (122 women, 105 men; mean age 19.6 ± 0.26 years; body mass index 22.3 ± 0.52 kg/m², PA estimated with the International Physical Activity Questionnaire 8035.8 ± 6127.2 MET) participated. Participants engaged with five devices during one laboratory visit: PlayStation VR (PS4), Nintendo Wii Fit (NWF), Dance Revolution (DR), Ring Fit Adventure (RFA), and Meta Quest 2 VR Headset (VR). All participants played all devices for 10 min (randomized order), but group comparisons reflect assignment to one device for detailed evaluation. The exposure was provided with no manipulation intended to modify physical fitness, health status, or behaviour. The main outcomes were exergame enjoyment assessed with the Exergame Enjoyment Questionnaire (EEQ, 20 items) and awareness/evaluations assessed with a custom survey completed once for a randomly assigned device.

resultsGroups did not differ in age, BMI, or overall PA levels (p > .05). Enjoyment differed significantly across devices (p < .001); the VR group reported the highest enjoyment, exceeding PS4, NWF, DR, and RFA (p < .05). Awareness outcomes showed no consistent group differences, and technology adoption was modest overall (technology use 37%; health-monitoring technology 34%). Exergame evaluations varied: DR and RFA were most often rated “best for training” (p = .005) and “most engaging” (p < .001), whereas VR and PS4 more frequently made the strongest impression (p = .004). Perceived “biggest effects” most often favoured DR and RFA (p < .001).

conclusionsImmersive VR exergames elicited the highest enjoyment, while games such as DR and RFA were rated most effective for training. Despite these positive evaluations, awareness and adoption among young adults remained modest, highlighting the need to leverage exergames not only as entertainment but also as scalable tools for promoting PA and health. This study offers a comparative evaluation of multiple exergame platforms and indicates that insufficient adoption of PA-related technologies may constrain their broader public health impact.

trial registrationClinicalTrials.gov (NCT07235631); registered on 2 October 2025.

Indexed as

Digital health technologiesExercise enjoymentExergamesGamificationPhysical activity promotionVirtual reality

Identifiers

PMID42015309
PMCPMC13227859

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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.