May 11–16, 2024, Honolulu, HI, USA | Sukran Karaosmanoglu, Sebastian Cmentowski, Lennart E. Nacke, Frank Steinicke
Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape
Sukran Karaosmanoglu, Lennart E. Nacke, Sebastian Cmentowski, and Frank Steinicke conducted a scoping review of 186 papers on extended reality (XR) exergames to provide a structured overview, highlight trends, and identify knowledge gaps. XR exergames combine physical exercise with immersive gameplay, addressing the challenge of regular physical activity. The review identified 1318 papers, but only 186 met inclusion criteria, including studies on immersive XR exergames, excluding theoretical papers and non-English works. The authors developed a taxonomy based on Goals, People, Exercises, Design, and Technologies (GPEDT) to organize the research. They found that XR exergames are increasingly popular, with a steep rise in publications since 2020. The majority of studies focused on PC-tethered VR headsets, while mobile VR and AR exergames were also explored. The review highlighted the importance of immersive technologies in enhancing motivation and engagement. The authors identified nine key research directions, including the need for standardized reporting of exergame design and study findings. The taxonomy provides a framework for future research and development in XR exergames, emphasizing the need for interdisciplinary collaboration and addressing challenges such as safety and technical constraints. The study underscores the potential of XR exergames in promoting physical activity and improving health outcomes through immersive, interactive experiences.Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape
Sukran Karaosmanoglu, Lennart E. Nacke, Sebastian Cmentowski, and Frank Steinicke conducted a scoping review of 186 papers on extended reality (XR) exergames to provide a structured overview, highlight trends, and identify knowledge gaps. XR exergames combine physical exercise with immersive gameplay, addressing the challenge of regular physical activity. The review identified 1318 papers, but only 186 met inclusion criteria, including studies on immersive XR exergames, excluding theoretical papers and non-English works. The authors developed a taxonomy based on Goals, People, Exercises, Design, and Technologies (GPEDT) to organize the research. They found that XR exergames are increasingly popular, with a steep rise in publications since 2020. The majority of studies focused on PC-tethered VR headsets, while mobile VR and AR exergames were also explored. The review highlighted the importance of immersive technologies in enhancing motivation and engagement. The authors identified nine key research directions, including the need for standardized reporting of exergame design and study findings. The taxonomy provides a framework for future research and development in XR exergames, emphasizing the need for interdisciplinary collaboration and addressing challenges such as safety and technical constraints. The study underscores the potential of XR exergames in promoting physical activity and improving health outcomes through immersive, interactive experiences.