Exergames Enjoyment and Awareness of Their Use for Physical Activity and Health Among Young Adults

November 17, 2025 updated by: Magdalena Cyma-Wejchenig, Poznan University of Physical Education

Exergames Enjoyment Using Various Devices and Awareness of Their Use for Physical Activity and Health Improvement Among Young Adults

The goal of this observational, non-interventional study is to explore how different exergame devices are perceived by young adults in terms of enjoyment and awareness of their potential use for physical activity and health improvement. Participants are exposed to several commercially available exergame systems in a standardized laboratory setting, with no intention to modify their health, fitness, or behavior.

The main questions it aims to answer are:

  • Do different exergame devices provide different levels of enjoyment (as measured by the Exergame Enjoyment Questionnaire)?
  • How do young adults perceive the usefulness of various exergames for supporting physical activity and health?

Participants will:

  • Complete a brief questionnaire on physical activity habits.
  • Take part in short (about 10 minutes each) exposure sessions using different exergame devices (VR, Wii Fit, Dance platform, Ring Fit) - approximately 50 minutes in total per participant.
  • Be randomly assigned to complete post-exposure questionnaires referring to one randomly selected device only.

No interventions are applied and no pre-post measurements are collected; the study is purely observational, focusing on subjective user experience rather than behavioral or physiological change.

Study Overview

Status

Completed

Detailed Description

This study investigates exergames as interactive digital technologies that combine gaming elements with physical activity. The research focuses on multiple commercially available devices representing different modes of interaction (virtual reality, motion sensors, balance platforms, and handheld controllers). The design followed a cross-sectional, single-session observational approach with a single sample of healthy young adults.

All participants completed baseline self-reports on physical activity, followed by standardized, non-interventional exposure to several exergame devices. Each participant interacted with all devices in an assigned order, under controlled laboratory conditions, with no manipulation intended to modify physical fitness, health status, or behaviour.

The exposure served solely for observational and comparative purposes to collect subjective evaluations rather than to test any training or therapeutic effects. Outcomes (structured evaluations regarding enjoyment and perceived utility of each exergame) were collected immediately post-exposure only, with no pre-post measurements or longitudinal follow-up.

Five commercially available exergame systems were included to represent diverse interaction modes:

  • Sony PlayStation 4 with PlayStation VR (PS VR), using immersive virtual reality headsets with motion tracking.
  • Nintendo Wii Fit, employing a balance board platform to capture weight shifts and postural control.
  • Dance Revolution (DDR/StepMania-type system), based on a floor platform interface for rhythm-based movement.
  • Nintendo Switch with Ring Fit Adventure (RFA), combining a resistance ring and leg strap for sensor-based motion detection.
  • Meta Quest 2 (standalone VR headset), providing fully immersive virtual environments with handheld controllers.

All devices were used in a standardized observation setting (10-minute exposure per device, total 50 minutes per participant) with consistent instructions across participants. The sequence of device use was randomized to minimize order effects but not to assign participants to different intervention arms.

After completing all exposures, participants were randomly assigned to complete post-exposure questionnaires referring to one exergame device only. This procedure ensured that each participant evaluated a single system in detail, while overall responses were distributed evenly across all devices.

The study applied validated psychometric tools (Exergame Enjoyment Questionnaire, EEQ) as the primary outcome measure, alongside a custom survey assessing perceived training potential, engagement, and expected health benefits. All variables represent subjective, self-reported outcomes collected in a single measurement session.

Statistical analyses (non-parametric tests such as Kruskal-Wallis with post-hoc comparisons) examined differences in enjoyment ratings across devices. Descriptive analyses summarized participants' responses regarding device preferences, awareness of exergame applications, and prior experience.

This study does not test any health-related intervention, treatment, or behavioral modification. It is an observational, exposure-only investigation designed to explore user experience and perception of different exergame modalities, without inducing or evaluating physiological or functional change.

Study Type

Observational

Enrollment (Actual)

227

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Locations

    • Wielkopolska
      • Poznan, Wielkopolska, Poland, 61-871
        • Poznan University of Physical Education

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

  • Adult

Accepts Healthy Volunteers

Yes

Sampling Method

Non-Probability Sample

Study Population

Students of Poznan University of Physical Education

Description

Inclusion Criteria:

  • 18 years old or older,
  • proficient in verbal communication,
  • fully mobile.

Exclusion Criteria:

  • any health conditions that could affect reaction time or PA levels, such as neurological disorders,
  • current injuries,
  • pain affecting the spine or upper limbs.

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

Cohorts and Interventions

Group / Cohort
healthy volunteers (university students, age 18-36)
Single cohort of healthy volunteers (university students, age 18-36), all of whom were exposed to multiple exergame devices in a single laboratory session

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Enjoyment during exergame play
Time Frame: EEG was assessed immeditely afterwards exergaming session

Tool:

Exergame Enjoyment Questionnaire (EEQ) - validated 20-item instrument which integrates elements from the Game Engagement Questionnaire (GEQ), the Intrinsic Enjoyment Questionnaire (IEQ), and items from the PA Enjoyment Scale (PACES).

The questionnaire captures multiple aspects of enjoyment, including emotional engagement, immersion, perceived physical benefits, and control, as well as potential negative experiences such as frustration or physical discomfort.

Number of items: 20;

Scoring:

Likert scale (in range 1-5), with higher values indicating greater enjoyment; subscales were aggregated to provide an overall enjoyment score;

Min-max values for EEG: 20-100 points.

EEG was assessed immeditely afterwards exergaming session

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Awareness of exergame use
Time Frame: Awareness of exergame use was assessed immeditely afterwards exergaming session

Tool:

Custom questionnaire aimed to gather detailed information on participants' knowledge and perceptions of exergames as tools for physical training and health improvement.

Broad range of topics covered aspects such as prior subjects awareness of exergames and VR in physical activity (e.g., "Were you aware that exergames/VR could be used for PA or therapy?"). It also examined participants' opinions on the usefulness of various exergames for physical training (e.g., "Which game do you find most useful for physical training and why?"), and explored their experiences with specific games, such as which left the greatest positive or negative impression. Additionally, questions addressed participants ' current use of modern technologies in PA and their views on how these tools could motivate others in their age group to engage in more PA.

Scoring: dependently on the question it was adopted Likert scale (in range 1-5), yes/no answer, or multiple answers.

Awareness of exergame use was assessed immeditely afterwards exergaming session
Physical activity
Time Frame: Physical activity was assessed before exergaming session

Tool:

International Physical Activity Questionnaire (IPAQ).

Domains:

i) vigorous PA - significant effort (rapid breathing and increased heart rate, e.g. running, high-intensity workouts); ii) moderate PA - moderate intensity (slight increase in heart rate, e.g. brisk walking, moderate cycling); iii) walking - all walking during work, transport, or leisure time; iv) sedentary behavior - number of hours spent sitting during a typical day.

Scoring: Number of MET-minutes/week calculated on the basis of declared time spent on specific activity.

Physical activity was assessed before exergaming session

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start (Actual)

January 15, 2024

Primary Completion (Actual)

May 31, 2024

Study Completion (Actual)

May 31, 2024

Study Registration Dates

First Submitted

October 2, 2025

First Submitted That Met QC Criteria

November 17, 2025

First Posted (Actual)

November 19, 2025

Study Record Updates

Last Update Posted (Actual)

November 19, 2025

Last Update Submitted That Met QC Criteria

November 17, 2025

Last Verified

November 1, 2025

More Information

Terms related to this study

Plan for Individual participant data (IPD)

Plan to Share Individual Participant Data (IPD)?

YES

IPD Plan Description

All IPD that underlie results in a publication

IPD Sharing Time Frame

Beginning 1 month and ending 3 years after the publication of results

IPD Sharing Access Criteria

Who will be able to access the IPD:

Qualified researchers affiliated with academic or non-profit institutions.

What will be shared:

De-identified individual participant data (survey responses and questionnaire scores). Supporting information includes the study protocol and statistical analysis plan.

How to access the IPD:

Data will be made available upon reasonable request to the Principal Investigator (PhD Magdalena Cyma-Wejchenig, Poznan University of Physical Education, cyma-wejchenig@awf.poznan.pl). Requests will be reviewed to ensure appropriate use and protection of participant confidentiality.

IPD Sharing Supporting Information Type

  • STUDY_PROTOCOL
  • SAP

Drug and device information, study documents

Studies a U.S. FDA-regulated drug product

No

Studies a U.S. FDA-regulated device product

No

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

Clinical Trials on Healthy Young Adults

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