Exergames

Research Areas Diagram

Exergames combine physical activity and video gaming to create a more enjoyable and motivating experience than traditional exercises. Currently, the HCIGG has three in-progress submissions in exergaming and will be added to this page as soon as they are published.

Our noteworthy publications:

  1. The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults

In this research, we investigated the attitudes of East Asian older adults towards exergaming. Our results revealed that while most participants were positively curious about exergames, various socio-cultural factors influenced their engagement. Therefore, we emphasize the importance of cultural sensitivity in exergame design and offer recommendations for creating more accessible exergames for diverse populations.

  1. Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape

Following the recent shift of focus in exergaming research towards immersive designs, we examined the current state of extended reality (XR) exergame research. We analyzed 186 papers to provide a structured overview of the field, highlighting trends and identifying knowledge gaps. We conclude with a taxonomy of XR exergames to guide future design and research efforts in this rapidly growing area.

  1. Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality Exergame

This study explores the development of a VR exergame focused on vertical jump training to address the need for full-body workouts in virtual reality environments. Through expert input and a mixed-methods study, the researchers confirmed the effectiveness of the jump-centered exercises and provided design implications for future VR exergames that offer balanced, safe, and engaging full-body workouts.

Relevant project pages:

Exergetic: An innovative digital solution to individually improve physical and cognitive functions using an exergame (video game-based) training in an ecologically valid and safe setting for the geriatric population
As the Canadian partner in this consortium, the HCI Games Group will focus on foundational research and usability studies to determine users’ needs and preferences for the context of an exergame for older adults. Under the supervision of Prof. Dr. Lennart Nacke, a group of postdoctoral, graduate and undergraduate researchers

Our vision for the future:

Exergames have every potential of replacing traditional physical exercise for those that find it boring. Our next step is to explore more socially enriching exergaming experiences that not only enhance players' physical and mental health, but their social skills.