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Updated: Jul 1, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
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Exergames Revisited: A Narrative Review and Classification Framework for Application-Specific Design.

Tom Schumacher1, Mai Geisen1, Stefanie Klatt1

  • 1Institute of Exercise Training and Sport Informatics, Section Cognition in Team Sports, German Sport University Cologne, Cologne, Am Sportpark Müngersdorf 6, 50933 Köln, GERMANY.

Psychology of Sport and Exercise
|June 29, 2026
PubMed
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Exergames, or exercise games requiring physical activity, show varied benefits due to diverse designs. A new framework helps classify these games for better health intervention strategies.

Area of Science:

  • Human-computer interaction
  • Health behavior
  • Digital health

Background:

  • Exergames, digital games promoting physical activity, are increasingly studied for health benefits.
  • Existing research shows inconsistent findings regarding physical, cognitive, and psychosocial outcomes.
  • This inconsistency stems from diverse technologies, game designs, and lack of a classification system.

Purpose of the Study:

  • To synthesize current evidence on exergames and their health impacts.
  • To introduce a multidimensional classification framework for exergames.
  • To clarify divergent findings and guide tailored intervention design.

Main Methods:

  • A narrative review of current evidence on exergames.
  • Development of a seven-dimensional classification framework.
Keywords:
Active video gamesClassification frameworkExergamesExertion GamesSerious Games

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  • Dimensions cover technology, physical engagement, and game design.
  • Main Results:

    • The proposed framework categorizes exergames across technology (e.g., Extended Reality), physical engagement (e.g., full body), and game design (e.g., multiplayer).
    • Mapping dimensions to outcomes and users explains inconsistent findings.
    • Current analysis tools for exergames are presented.

    Conclusions:

    • Exergames represent a spectrum of behavior-change tools, not a monolithic intervention.
    • Effectiveness is contingent on interaction design and user characteristics.
    • Future research needs rigorous, comparative, and long-term studies, utilizing adaptive technologies.