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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
Summary
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.
- 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.
