Author
Listed:
- Georgios Lampropoulos
(Department of Applied Informatics, School of Information Sciences, University of Macedonia, 54636 Thessaloniki, Greece
Department of Education, School of Education, University of Nicosia, 2417 Nicosia, Cyprus)
- Theofylaktos Anastasiadis
(Department of Physical Education and Sport Science, School of Physical Education and Sports Sciences, Aristotle University of Thessaloniki, 57001 Thermi, Greece)
- Juan Garzón
(Faculty of Engineering, Universidad Católica de Oriente, Rionegro 54040, Colombia)
Abstract
This study presents a systematic review regarding the use of augmented reality and virtual reality in exergaming by analyzing studies published during 2010–2025. This study focuses on providing an overview of the field and on examining and synthesizing the findings of related studies to identify the contexts, applications, and domains in which extended reality exergames are being used and the related implications, benefits, and challenges. Based on the results, augmented reality and virtual reality exergames offer immersive, enjoyable, engaging, and personalized experiences that support physical, cognitive, and emotional well-being, while enhancing physical performance, cognitive functioning, psychological outcomes, and mental health. They promote motivation, active lifestyles, and sustainable health behaviors across diverse populations, including older adults, individuals with disabilities, and neurological groups, as well as the general adult and youth populations. Although emphasis is placed on their use in physical and cognitive rehabilitation and treatment, they also show great potential to be effectively used in different domains, including education. Among the technologies examined, the significant majority of studies focused on virtual reality exergames, a limited number of studies involved augmented reality, and only a few studies examined mixed reality, extended reality, and the metaverse. Finally, nine main topics were identified through topic modeling, providing a clear representation of the core themes within the literature.
Suggested Citation
Georgios Lampropoulos & Theofylaktos Anastasiadis & Juan Garzón, 2025.
"Augmented Reality and Virtual Reality in Exergaming,"
Future Internet, MDPI, vol. 17(8), pages 1-30, July.
Handle:
RePEc:gam:jftint:v:17:y:2025:i:8:p:332-:d:1709717
Download full text from publisher
Corrections
All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:gam:jftint:v:17:y:2025:i:8:p:332-:d:1709717. See general information about how to correct material in RePEc.
If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.
We have no bibliographic references for this item. You can help adding them by using this form .
If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.
For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: MDPI Indexing Manager (email available below). General contact details of provider: https://www.mdpi.com .
Please note that corrections may take a couple of weeks to filter through
the various RePEc services.