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The goal of this observational, non-interventional study is to explore how different exergame devices are perceived by young adults in terms of enjoyment and awareness of their potential use for physical activity and health improvement. Participants are exposed to several commercially available exergame systems in a standardized laboratory setting, with no intention to modify their health, fitness, or behavior.
The main questions it aims to answer are:
Participants will:
No interventions are applied and no pre-post measurements are collected; the study is purely observational, focusing on subjective user experience rather than behavioral or physiological change.
This study investigates exergames as interactive digital technologies that combine gaming elements with physical activity. The research focuses on multiple commercially available devices representing different modes of interaction (virtual reality, motion sensors, balance platforms, and handheld controllers). The design followed a cross-sectional, single-session observational approach with a single sample of healthy young adults.
All participants completed baseline self-reports on physical activity, followed by standardized, non-interventional exposure to several exergame devices. Each participant interacted with all devices in an assigned order, under controlled laboratory conditions, with no manipulation intended to modify physical fitness, health status, or behaviour.
The exposure served solely for observational and comparative purposes to collect subjective evaluations rather than to test any training or therapeutic effects. Outcomes (structured evaluations regarding enjoyment and perceived utility of each exergame) were collected immediately post-exposure only, with no pre-post measurements or longitudinal follow-up.
Five commercially available exergame systems were included to represent diverse interaction modes:
All devices were used in a standardized observation setting (10-minute exposure per device, total 50 minutes per participant) with consistent instructions across participants. The sequence of device use was randomized to minimize order effects but not to assign participants to different intervention arms.
After completing all exposures, participants were randomly assigned to complete post-exposure questionnaires referring to one exergame device only. This procedure ensured that each participant evaluated a single system in detail, while overall responses were distributed evenly across all devices.
The study applied validated psychometric tools (Exergame Enjoyment Questionnaire, EEQ) as the primary outcome measure, alongside a custom survey assessing perceived training potential, engagement, and expected health benefits. All variables represent subjective, self-reported outcomes collected in a single measurement session.
Statistical analyses (non-parametric tests such as Kruskal-Wallis with post-hoc comparisons) examined differences in enjoyment ratings across devices. Descriptive analyses summarized participants' responses regarding device preferences, awareness of exergame applications, and prior experience.
This study does not test any health-related intervention, treatment, or behavioral modification. It is an observational, exposure-only investigation designed to explore user experience and perception of different exergame modalities, without inducing or evaluating physiological or functional change.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| healthy volunteers (university students, age 18-36) | Single cohort of healthy volunteers (university students, age 18-36), all of whom were exposed to multiple exergame devices in a single laboratory session |
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| Measure | Description | Time Frame |
|---|---|---|
| Enjoyment during exergame play | Tool: Exergame Enjoyment Questionnaire (EEQ) - validated 20-item instrument which integrates elements from the Game Engagement Questionnaire (GEQ), the Intrinsic Enjoyment Questionnaire (IEQ), and items from the PA Enjoyment Scale (PACES). The questionnaire captures multiple aspects of enjoyment, including emotional engagement, immersion, perceived physical benefits, and control, as well as potential negative experiences such as frustration or physical discomfort. Number of items: 20; Scoring: Likert scale (in range 1-5), with higher values indicating greater enjoyment; subscales were aggregated to provide an overall enjoyment score; Min-max values for EEG: 20-100 points. | EEG was assessed immeditely afterwards exergaming session |
| Measure | Description | Time Frame |
|---|---|---|
| Awareness of exergame use | Tool: Custom questionnaire aimed to gather detailed information on participants' knowledge and perceptions of exergames as tools for physical training and health improvement. Broad range of topics covered aspects such as prior subjects awareness of exergames and VR in physical activity (e.g., "Were you aware that exergames/VR could be used for PA or therapy?"). It also examined participants' opinions on the usefulness of various exergames for physical training (e.g., "Which game do you find most useful for physical training and why?"), and explored their experiences with specific games, such as which left the greatest positive or negative impression. Additionally, questions addressed participants ' current use of modern technologies in PA and their views on how these tools could motivate others in their age group to engage in more PA. Scoring: dependently on the question it was adopted Likert scale (in range 1-5), yes/no answer, or multiple answers. |
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Inclusion Criteria:
Exclusion Criteria:
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Students of Poznan University of Physical Education
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| PoznaĆ University of Physical Education | Poznan | Wielkopolska | 61-871 | Poland |
| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 42015309 | Derived | Cyma-Wejchenig M, Tarnas J, Taheri M, Stemplewski R. Exergame enjoyment using various devices and awareness of their use for physical activity and health improvement among young adults. BMC Sports Sci Med Rehabil. 2026 Apr 21;18(1):260. doi: 10.1186/s13102-026-01685-x. |
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All IPD that underlie results in a publication
Beginning 1 month and ending 3 years after the publication of results
Who will be able to access the IPD:
Qualified researchers affiliated with academic or non-profit institutions.
What will be shared:
De-identified individual participant data (survey responses and questionnaire scores). Supporting information includes the study protocol and statistical analysis plan.
How to access the IPD:
Data will be made available upon reasonable request to the Principal Investigator (PhD Magdalena Cyma-Wejchenig, Poznan University of Physical Education, cyma-wejchenig@awf.poznan.pl). Requests will be reviewed to ensure appropriate use and protection of participant confidentiality.
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| Awareness of exergame use was assessed immeditely afterwards exergaming session |
| Physical activity | Tool: International Physical Activity Questionnaire (IPAQ). Domains: i) vigorous PA - significant effort (rapid breathing and increased heart rate, e.g. running, high-intensity workouts); ii) moderate PA - moderate intensity (slight increase in heart rate, e.g. brisk walking, moderate cycling); iii) walking - all walking during work, transport, or leisure time; iv) sedentary behavior - number of hours spent sitting during a typical day. Scoring: Number of MET-minutes/week calculated on the basis of declared time spent on specific activity. | Physical activity was assessed before exergaming session |