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Augmented Reality and Virtual Reality in Exergaming

Georgios Lampropoulos (), Theofylaktos Anastasiadis and Juan Garzón
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Georgios Lampropoulos: Department of Applied Informatics, School of Information Sciences, University of Macedonia, 54636 Thessaloniki, Greece
Theofylaktos Anastasiadis: Department of Physical Education and Sport Science, School of Physical Education and Sports Sciences, Aristotle University of Thessaloniki, 57001 Thermi, Greece
Juan Garzón: Faculty of Engineering, Universidad Católica de Oriente, Rionegro 54040, Colombia

Future Internet, 2025, vol. 17, issue 8, 1-30

Abstract: This study presents a systematic review regarding the use of augmented reality and virtual reality in exergaming by analyzing studies published during 2010–2025. This study focuses on providing an overview of the field and on examining and synthesizing the findings of related studies to identify the contexts, applications, and domains in which extended reality exergames are being used and the related implications, benefits, and challenges. Based on the results, augmented reality and virtual reality exergames offer immersive, enjoyable, engaging, and personalized experiences that support physical, cognitive, and emotional well-being, while enhancing physical performance, cognitive functioning, psychological outcomes, and mental health. They promote motivation, active lifestyles, and sustainable health behaviors across diverse populations, including older adults, individuals with disabilities, and neurological groups, as well as the general adult and youth populations. Although emphasis is placed on their use in physical and cognitive rehabilitation and treatment, they also show great potential to be effectively used in different domains, including education. Among the technologies examined, the significant majority of studies focused on virtual reality exergames, a limited number of studies involved augmented reality, and only a few studies examined mixed reality, extended reality, and the metaverse. Finally, nine main topics were identified through topic modeling, providing a clear representation of the core themes within the literature.

Keywords: exergaming; exergames; fitness games; augmented reality; virtual reality; extended reality; scoping review; bibliometric analysis; well-being; rehabilitation; physical activity; exercise; health (search for similar items in EconPapers)
JEL-codes: O3 (search for similar items in EconPapers)
Date: 2025
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