#Exergame
We've been using XerController with Dark Runner. You accelerate the player by squatting. Jumping in real life makes the dark runner jump in the game. Check it out!

#indiedev #physicalactivity #fitness #exercise #exergame
July 29, 2025 at 6:24 PM
Clearly 1.66 goes a long way in exergame research.
March 19, 2026 at 7:54 AM
The "Fit" in WiiFit doesn't mean anything

The name was created by a
brand consulting group asked to come up with something "a little catchier than 'nintendo exergame'"

An early ad campaign used the phrase "Wii Fitness" but that doesn't actually mean anything and was never the intent
June 6, 2025 at 8:10 PM
Special mention to Ring Fit Adventure, probably my favourite exergame/active game ever and I wrote like 5k words about it for a research project🤣
March 4, 2025 at 6:59 AM
JMIR Serious Games: #Exergame Intervention for Habit Formation, Lifestyle Adjustment, and Health Ownership Enhancement Among Hong Kong’s Older Adults: Multisession, Single-Group, Pre-Post Pilot Study
#Exergame Intervention for Habit Formation, Lifestyle Adjustment, and Health Ownership Enhancement Among Hong Kong’s Older Adults: Multisession, Single-Group, Pre-Post Pilot Study
Background: Regular physical activity is critical for healthy aging, yet older adults face persistent barriers to exercise adherence. #Exergames, such as video #Games that require physical movement, have emerged as a promising tool to engage older adults in regular exercise. However, most existing research focuses on physical and cognitive outcomes, with limited understanding of whether #Exergames are associated with behavioral changes, including sustained exercise habits, healthier lifestyles, and a sense of health ownership, which underpin older adults’ environmental mastery and self-management of their health. Objective: This pilot study investigated how participation in a community-based #Exergame program was associated with exercise habits, healthy lifestyles, and health ownership and examined the motivational factors driving longer-term adherence. Methods: This study used a single-group, pre-post pilot design. It involved 33 older adults participating in an #Exergame program across 2 community centers in Hong Kong. The program was meticulously designed to include 12 supervised training sessions (6 wk), followed by a 4-week free-play period to assess long-term adherence. A package of #Exergames, covering physical, social, and cognitive health, was selected. Each #Exergame session lasted 30 minutes. During this time, older adults played 3 different #Games, with each #Game taking 10 minutes. Changes in health status, well-being, physical activity level, exercise habits, healthy lifestyles, health ownership, and motivations to play #Exergames at 4 stages were continuously measured. We applied repeated-measures generalized linear model for health and habit outcomes, Mann-Whitney to examine the relationship between motivational factors and adherence, and Spearman correlation to test links between motivation and play frequency during the free-play period. Results: The linear mixed model results suggest that participation in the #Exergame program was positively associated with older adults’ healthy lifestyles (mean difference 0.70, 95% CI 0.14 to 1.25, =6.52;
dlvr.it
September 25, 2026 at 7:30 PM
New clinical trial
Effectiveness and Feasibility of a Home-Based Exergame Rehabilitation Protocol for Upper Limb Function in Individuals With Multiple Sclerosis: A Randomized Controlled Pilot Trial

#ClinicalTrials #MultipleSclerosis #MSchat #Neurology
Effectiveness and Feasibility of a Home-Based Exergame Rehabilitation Protocol for Upper Limb Function in Individuals With Multiple Sclerosis: A Randomized Controlled Pilot Trial
Clinical trial related to Multiple Sclerosis.
clinicaltrials.gov
February 25, 2026 at 12:00 PM
🧪📚 Can virtual reality help patients recover in the ICU? New research from CCDHI Associate Director of XR Maria Gorlatova’s lab explores a VR exergame for engaging, measurable, patient-centered rehabilitation in critical care.

Read more: duke.is/VRgame

#VirtualReality #DigitalHealth #XR
August 7, 2026 at 1:38 PM
🧠🎮 Can video game–style exercise slow Alzheimer’s risk?
A 12-week exergame program boosted memory and even increased hippocampal volume in older adults with mild neurocognitive disorder.

🔗 www.news-medical.net/news/2025091...

#AlzheimersResearch #DementiaPrevention #HealthyAging #DigitalHealth
www.news-medical.net
September 10, 2025 at 9:41 AM
No pressure, just progress!

Race Yourselves! is an exciting, high-intensity #VR #exergame developed at Bath, where players compete against themselves.

It's hoped that it will motivate those who might not typically be interested in exercise to get moving.

www.bath.ac.uk/announcement...
March 19, 2025 at 10:31 AM
Exergame and cognitive training for preventing falls in community-dwelling older people: a randomized controlled trial

www.nature.com/articles/s41...
Exergame and cognitive training for preventing falls in community-dwelling older people: a randomized controlled trial - Nature Medicine
In a randomized clinical trial enrolling older people living in a community setting, exergame step training on a computerized mat, but not seated cognitive training, decreased the rate of falls over t...
www.nature.com
December 17, 2024 at 9:45 AM
✨ SHINY NEW PAPER ✨

Interactive video games that make exercise more engaging can change brain structure and function in older adults.

www.sciencedirect.com/science/article/pii/S019745802500106X
Neurobiological effects of exergame interventions in older adults with or without a neurocognitive disorder: A systematic review
Exergames (EG) are interactive video games that require physical activity and use gamification to make exercise more engaging. EG interventions demons…
www.sciencedirect.com
November 14, 2025 at 12:15 AM
Nou article a #Docusalut: 🧩The puzzle of RehbeCa: an exergame for assessing cervicalgia http://hdl.handle.net/20.500.13003/25870 @idisba.bsky.social  #PublicaSalutIB
November 21, 2025 at 2:30 PM
Race Yourselves! is an exciting, high-intensity VR exergame developed by REVEAL and supported by CAMERA at the University of Bath.

www.bath.ac.uk/announcement...
March 20, 2025 at 4:43 PM
this is the remake which i think is p substantially different, doesnt have stats for separate body parts at least

it's v cruel but i wonder if that's a part of an appeal to its intended audience in that it supposedly motivates you to diet (i think it was released during the exergame boom?)
March 26, 2025 at 12:00 AM
LEARN 💡Exergames and Dementia
How can game-based physical activity support cognitive function in Alzheimer’s and MCI? Prof. Eling de Bruin presents new research on tailored exergame interventions.

📅 28.08.2025 | 🕓 16:00–16:45
Register here: swiss-dementia-network.ch/events/demen...
July 24, 2025 at 9:34 AM
From Olympic amateur to professional, athletes are in constant danger of serious injury. ExerCube, a user centered exergame was designed to support ACL tears, blending physical and cognitive training in one immersive experience.

Read more: games.jmir.org/2025/1/e68431

#Exergame #ExerCube
Exploring Mixed-Reality Exergames for Sports Rehabilitation: Design Insights and Evaluation Findings
Background: Exergaming, involving physically active play, provides a means for motivating and functional training. It may also offer an innovative solution for rehabilitation after sports injuries suc...
games.jmir.org
February 13, 2026 at 3:39 PM
🏁 Wanna see what RaceYourselves is about before you give it a shot? Check out the trailer right now!: www.youtube.com/watch?v=iIiC...
RaceYourselves! Trailer | A Virtual Reality Exergame | REVEAL Studios
YouTube video by REVEAL
www.youtube.com
January 7, 2025 at 5:24 PM
Ellahiyoun, Pretty, Guarese, Takac, Fayek, Zambetta: Effects of task difficulty and music expertise in virtual reality: Observations of cognitive load and task accuracy in a rhythm exergame https://arxiv.org/abs/2507.06691 https://arxiv.org/pdf/2507.06691 https://arxiv.org/html/2507.06691
July 10, 2025 at 6:32 AM
Sporti's Universe
https://store.steampowered.com/app/2802350/

Sporti's Universe is an innovative exergame designed to address the challenge of getting school-aged children to engage in physical activity in today's digital age. It leverages technology to encourage physical movement while...
August 2, 2024 at 10:30 AM
🤔 Did you know RaceYourselves was based on this 2020 study published as part of the prestigious CHI conference??? If you're interested, feel free to give it a read!: dl.acm.org/doi/10.1145/... 📑
Race Yourselves: A Longitudinal Exploration of Self-Competition Between Past, Present, and Future Performances in a VR Exergame | Proceedings of the 2020 CHI Conference on Human Factors in Computing S...
dl.acm.org
January 8, 2025 at 4:59 PM
📚 NEW ISSUE 📚

Articles cover effects of age on brain structure, balance training, exergame interventions, links between hearing loss and AD, and more.

www.sciencedirect.com/journal/neurobiology-of-aging/vol/154/suppl/C
Neurobiology of Aging | Vol 154, Pages 1-104 (October 2025) | ScienceDirect.com by Elsevier
Read the latest articles of Neurobiology of Aging at ScienceDirect.com, Elsevier’s leading platform of peer-reviewed scholarly literature
www.sciencedirect.com
September 24, 2025 at 3:46 AM
JMIR Serious Games: Active Video #Games Training for Older Adults: Comparative Study of User Experience, Workload, Pleasure, and Intensity
Active Video #Games Training for Older Adults: Comparative Study of User Experience, Workload, Pleasure, and Intensity
Background: Given the appeal of active video #Games (AVG), many tools are now being used for combined training in older adults. However, there is a lack of comparative data to determine which type of AVG is better suited to older adults. Objective: The purpose of this study was to compare User Experience (UX), workload, pleasure, and intensity of three different experiences: (a) an Immersive and Interactive Wall #Exergame (I2WE), (b) a consumer device (SWITCH), and (c) a combination of video #Games and physical stimulation (biking and videogaming, BIKE-VG) for older adults. I2WE and SWITCH are categorized as Moving While Thinking training, meaning that the cognitive task is integrated into the motor/physical task. In contrast, BIKE-VG is categorized as Thinking While Moving training, where the cognitive and motor/physical tasks are not interconnected. The nature of the cognitive, physical, and/or motor combinations also differentiates them. I2WE is multi-domain training, while BIKE-VG is physical-cognitive training, and SWITCH is motor-cognitive training. Methods: Ninety older adults (mean age = 69.49 ± 5.78) were divided into three groups (I2WE, SWITCH, BIKE-VG). Each participant completed a 45-minute group session and then filled out questionnaires to evaluate UX, workload, pleasure, and intensity. Results: The UX was positive for I2WE and SWITCH, and neutral for BIKE-VG. It was higher for I2WE than for BIKE-VG (t(66) = 2.83, P = .02, d = 0.70, 95% CI 0.15 – 1.69). The workload was moderate across all three groups. The intensity was moderate for all groups, ranging between 50% and 70% of the maximum heart rate, and approached high intensity for the I2WE and SWITCH groups. It was significantly higher for I2WE than for BIKE-VG (t(66) = 2.86, P = .01, d = 0.70, 95% CI 1.04 – 11.43). The perceived pleasure was significantly higher for I2WE (t(66) = 3.63, P =.001, d = 0.90, 95% CI 2.74 – 13.23) and SWITCH (t(51) = 3.11, P = .01, d = 0.87, 95% CI 1.82 – 13.69) compared to BIKE-VG. Conclusions: The UX and perceived enjoyment are higher for the Moving While Thinking trainings compared to the Thinking While Moving training. This indicates that the I2WE and SWITCH training approaches are promising and motivating options for combined training for older adults.
dlvr.it
May 26, 2025 at 9:56 PM