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Beyond technology: How XR quality features shape user experience and physical activity determinants in exergaming.
Anaïck Perrochon1, Karim El Ayoubi1, Arnaud Boujut2
1Univ. Limoges, HAVAE, UR 20217, F-87000 Limoges, France.
Acta Psychologica
|October 12, 2025
Summary
Extended Reality (XR) exergames impact physical activity (PA) differently. Virtual Reality (VR) enhances immersion and motivation, while Augmented Reality (AR) has fewer adverse effects, influencing user experience and PA determinants.
Area of Science:
- Digital Health
- Human-Computer Interaction
- Exercise Science
Background:
- Promoting physical activity (PA) is crucial in healthcare, but inactivity persists.
- Exergames (EGs) are a playful approach to increase PA, utilizing technologies from screens to Extended Reality (XR).
- XR environments vary in experiential qualities, potentially affecting PA determinants.
Purpose of the Study:
- To review how different XR environments influence user experience (UX) and individual-level PA determinants in exergames.
- To identify research gaps concerning XR's impact on PA.
Main Methods:
- A mini-review of eleven studies comparing at least two exergaming environments (PC/screen, AR, VR).
- Outcomes assessed included user experience and/or individual-level PA determinants.
- Studies compared AR, VR (head-mounted displays [HMDs], CAVE), and computer-based setups.
Main Results:
- Augmented Reality (AR) showed fewer adverse effects than Virtual Reality (VR).
- VR, especially with headset technology, enhanced movement, neurophysiological responses, and UX (presence).
- Compared to computer-based setups, VR improved performance, immersion, and motivation.
Conclusions:
- XR's experiential qualities, not just hardware, shape UX and influence PA determinants.
- Research is limited to young, healthy populations, indicating a need for studies in clinical and older groups.
- Future research should systematically explore XR's experiential features to understand their full impact on PA determinants in EGs.

