Background <p>Exergames are increasingly used to promote physical activity (PA) and exercise engagement among young adults; however, enjoyment and awareness may vary depending on the device and user experience. This may influence the willingness to engage in PA using such technologies. In this study, differences in enjoyment across several exergame platforms and awareness and perceptions of exergame use among young adults were examined. The study provides a head-to-head comparison of enjoyment across five exergame platforms in young adults and identifies limited technology adoption as a potential barrier to scalable PA promotion.</p> Methods <p>In the cross-sectional, single-session observational study, a total of 227 students (122 women, 105 men; mean age 19.6 ± 0.26 years; body mass index 22.3 ± 0.52&#xa0;kg/m², PA estimated with the International Physical Activity Questionnaire 8035.8 ± 6127.2 MET) participated. Participants engaged with five devices during one laboratory visit: PlayStation VR (PS4), Nintendo Wii Fit (NWF), Dance Revolution (DR), Ring Fit Adventure (RFA), and Meta Quest 2 VR Headset (VR). All participants played all devices for 10&#xa0;min (randomized order), but group comparisons reflect assignment to one device for detailed evaluation. The exposure was provided with no manipulation intended to modify physical fitness, health status, or behaviour. The main outcomes were exergame enjoyment assessed with the Exergame Enjoyment Questionnaire (EEQ, 20 items) and awareness/evaluations assessed with a custom survey completed once for a randomly assigned device.</p> Results <p>Groups did not differ in age, BMI, or overall PA levels (<i>p</i> &gt; .05). Enjoyment differed significantly across devices (<i>p</i> &lt; .001); the VR group reported the highest enjoyment, exceeding PS4, NWF, DR, and RFA (<i>p</i> &lt; .05). Awareness outcomes showed no consistent group differences, and technology adoption was modest overall (technology use 37%; health-monitoring technology 34%). Exergame evaluations varied: DR and RFA were most often rated “best for training” (<i>p</i> = .005) and “most engaging” (<i>p</i> &lt; .001), whereas VR and PS4 more frequently made the strongest impression (<i>p</i> = .004). Perceived “biggest effects” most often favoured DR and RFA (<i>p</i> &lt; .001).</p> Conclusions <p>Immersive VR exergames elicited the highest enjoyment, while games such as DR and RFA were rated most effective for training. Despite these positive evaluations, awareness and adoption among young adults remained modest, highlighting the need to leverage exergames not only as entertainment but also as scalable tools for promoting PA and health. This study offers a comparative evaluation of multiple exergame platforms and indicates that insufficient adoption of PA-related technologies may constrain their broader public health impact.</p> Trial registration <p>ClinicalTrials.gov (NCT07235631); registered on 2 October 2025.</p>

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Exergame enjoyment using various devices and awareness of their use for physical activity and health improvement among young adults

  • Magdalena Cyma-Wejchenig,
  • Jacek Tarnas,
  • Meisam Taheri,
  • Rafał Stemplewski

摘要

Background

Exergames are increasingly used to promote physical activity (PA) and exercise engagement among young adults; however, enjoyment and awareness may vary depending on the device and user experience. This may influence the willingness to engage in PA using such technologies. In this study, differences in enjoyment across several exergame platforms and awareness and perceptions of exergame use among young adults were examined. The study provides a head-to-head comparison of enjoyment across five exergame platforms in young adults and identifies limited technology adoption as a potential barrier to scalable PA promotion.

Methods

In the cross-sectional, single-session observational study, a total of 227 students (122 women, 105 men; mean age 19.6 ± 0.26 years; body mass index 22.3 ± 0.52 kg/m², PA estimated with the International Physical Activity Questionnaire 8035.8 ± 6127.2 MET) participated. Participants engaged with five devices during one laboratory visit: PlayStation VR (PS4), Nintendo Wii Fit (NWF), Dance Revolution (DR), Ring Fit Adventure (RFA), and Meta Quest 2 VR Headset (VR). All participants played all devices for 10 min (randomized order), but group comparisons reflect assignment to one device for detailed evaluation. The exposure was provided with no manipulation intended to modify physical fitness, health status, or behaviour. The main outcomes were exergame enjoyment assessed with the Exergame Enjoyment Questionnaire (EEQ, 20 items) and awareness/evaluations assessed with a custom survey completed once for a randomly assigned device.

Results

Groups did not differ in age, BMI, or overall PA levels (p > .05). Enjoyment differed significantly across devices (p < .001); the VR group reported the highest enjoyment, exceeding PS4, NWF, DR, and RFA (p < .05). Awareness outcomes showed no consistent group differences, and technology adoption was modest overall (technology use 37%; health-monitoring technology 34%). Exergame evaluations varied: DR and RFA were most often rated “best for training” (p = .005) and “most engaging” (p < .001), whereas VR and PS4 more frequently made the strongest impression (p = .004). Perceived “biggest effects” most often favoured DR and RFA (p < .001).

Conclusions

Immersive VR exergames elicited the highest enjoyment, while games such as DR and RFA were rated most effective for training. Despite these positive evaluations, awareness and adoption among young adults remained modest, highlighting the need to leverage exergames not only as entertainment but also as scalable tools for promoting PA and health. This study offers a comparative evaluation of multiple exergame platforms and indicates that insufficient adoption of PA-related technologies may constrain their broader public health impact.

Trial registration

ClinicalTrials.gov (NCT07235631); registered on 2 October 2025.