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What Players of Virtual Reality Exercise Games Want: Thematic Analysis of Web-Based Reviews
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What this work says
Outgoing claims: the papers this work cites, builds on, or argues with.
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Adolescent Exergame Play for Weight Loss and Psychosocial Improvement: A Controlled Physical Activity Intervention
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Cognitive Infocommunications, Theory and Applications
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Improving Adaptive Gameplay in Serious Games Through Interactive Deep Reinforcement Learning
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The virtual reality head-mounted display Oculus Rift induces motion sickness and is sexist in its effects
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A systematic review of the application of interactive virtual reality to sport
inferredcites →https://doi.org/10.1016/j.chb.2016.12.086openalex-snapshot
Can using exergames improve physical fitness? A 12-week randomized controlled trial
inferredcites →https://doi.org/10.1016/j.jshs.2013.02.003openalex-snapshot
Impact of exergames on physical activity and motivation in elementary school students: A follow-up study
inferredcites →https://doi.org/10.1016/j.ypmed.2015.04.010openalex-snapshot
Health impact assessment of active transportation: A systematic review
inferredcites →https://doi.org/10.1016/s0747-5632(02)00074-2openalex-snapshot
Might virtual reality promote the mood benefits of exercise?
inferredcites →https://doi.org/10.1080/07303084.2014.884428openalex-snapshot
Potential Influences of Exergaming on Self-efficacy for Physical Activity and Sport
inferredcites →https://doi.org/10.1080/13645579.2015.1005453openalex-snapshot
Supporting thinking on sample sizes for thematic analyses: a quantitative tool
inferredcites →https://doi.org/10.1111/1753-6405.12699openalex-snapshot
Trends in prevalence of leisure time physical activity and inactivity: results from Australian National Health Surveys 1989 to 2011
inferredcites →https://doi.org/10.1111/ijpo.12117openalex-snapshot
A randomized controlled trial of dance exergaming for exercise training in overweight and obese adolescent girls
inferredcites →https://doi.org/10.1111/j.1750-8606.2011.00162.xopenalex-snapshot
Exergames for Physical Education Courses: Physical, Social, and Cognitive Benefits
inferredcites →https://doi.org/10.1111/obr.12287openalex-snapshot
A meta‐analysis of active video games on health outcomes among children and adolescents
inferredcites →https://doi.org/10.1136/jech.2006.050807openalex-snapshot
The burden of physical activity-related ill health in the UK
inferredcites →https://doi.org/10.1145/1321261.1321313openalex-snapshot
Considerations for the design of exergames
inferredcites →https://doi.org/10.1145/2658537.2658693openalex-snapshot
Decreasing sedentary behaviours in pre-adolescents using casual exergames at school
inferredcites →https://doi.org/10.1152/japplphysiol.00338.2018openalex-snapshot
A comparative study of cybersickness during exposure to virtual reality and “classic” motion sickness: are they different?
inferredcites →https://doi.org/10.1161/circulationaha.110.969022openalex-snapshot
Role of Built Environments in Physical Activity, Obesity, and Cardiovascular Disease
inferredcites →https://doi.org/10.1162/105474698565686openalex-snapshot
Measuring Presence in Virtual Environments: A Presence Questionnaire
inferredcites →https://doi.org/10.1162/pres.1997.6.6.603openalex-snapshot
A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments
inferredcites →https://doi.org/10.1177/1049732315617444openalex-snapshot
Sample Size in Qualitative Interview Studies
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Long-term health benefits of physical activity – a systematic review of longitudinal studies
inferredcites →https://doi.org/10.1186/1479-5868-11-26openalex-snapshot
Physical activity and inactivity patterns in India – results from the ICMR-INDIAB study (Phase-1) [ICMR-INDIAB-5]
inferredcites →https://doi.org/10.1191/1478088706qp063oaopenalex-snapshot
Using thematic analysis in psychology
inferredcites →https://doi.org/10.1249/mss.0b013e318158e467openalex-snapshot
Socioeconomic Status, Environmental and Individual Factors, and Sports Participation
inferredcites →https://doi.org/10.1542/peds.2006-1087openalex-snapshot
Energy Expenditure of Sedentary Screen Time Compared With Active Screen Time for Children
inferredcites →https://doi.org/10.2147/ijgm.s99025openalex-snapshot
Exergaming and obesity in youth: current perspectives
inferredcites →https://doi.org/10.2196/10161openalex-snapshot
The Untapped Potential of the Gaming Community: Narrative Review
inferredcites →https://doi.org/10.2196/jmir.4444openalex-snapshot
Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis
inferredcites →https://doi.org/10.3945/ajcn.114.100065openalex-snapshot
Physical activity and all-cause mortality across levels of overall and abdominal adiposity in European men and women: the European Prospective Investigation into Cancer and Nutrition Study (EPIC)
What points at this work
Incoming claims: where this work appears in other papers’ reference lists and arguments.
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Health Promotion, Including Action to Address Social Determinants and Health Inequity (EPHO 4)
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Acceptance and use of virtual reality games: an extension of HMSAM
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A concept map-based community of inquiry framework for virtual learning contexts to enhance students’ earth science learning achievement and reflection tendency
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The effects of a nature-based virtual reality environment on psychophysiological responses during exercise
inferred← citeshttps://doi.org/10.1007/s12662-026-01121-9openalex-snapshot
Impact of nature-based virtual reality environment on exercise metabolism
inferred← citeshttps://doi.org/10.1007/s41811-020-00090-7openalex-snapshot
Better, Virtually: the Past, Present, and Future of Virtual Reality Cognitive Behavior Therapy
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New features of virtual reality games and discovering customer needs by NLP and refined Kano model
inferred← citeshttps://doi.org/10.1016/j.invent.2021.100370openalex-snapshot
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inferred← citeshttps://doi.org/10.1016/j.isci.2023.107399openalex-snapshot
Training effects of set- and repetition-interval rest time on recumbent-boxing exercise: Could virtual reality improve further?
inferred← citeshttps://doi.org/10.1016/j.jshs.2021.05.002openalex-snapshot
Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students
inferred← citeshttps://doi.org/10.1016/j.jsis.2022.101717openalex-snapshot
Immersive virtual reality in the age of the Metaverse: A hybrid-narrative review based on the technology affordance perspective
inferred← citeshttps://doi.org/10.1016/j.mhpa.2024.100641openalex-snapshot
Exercising with virtual reality is potentially better for the working memory and positive mood than cycling alone
inferred← citeshttps://doi.org/10.1016/j.peh.2026.100441openalex-snapshot
Enhancing affective responses to physical activity with extended reality (XR) technology: Current progress and future roadmap
inferred← citeshttps://doi.org/10.1080/02614367.2026.2628574openalex-snapshot
Olympic Games in transition: analogue beginnings to metaverse futures
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inferred← citeshttps://doi.org/10.1080/10494820.2021.1878231openalex-snapshot
Effects of the self-regulated strategy within the context of spherical video-based virtual reality on students’ learning performances in an art history class
inferred← citeshttps://doi.org/10.1089/g4h.2020.0029openalex-snapshot
Motivation in Team Exergames: Testing the Köhler Discrepancy Effect with a Software-Generated Partner During Plank Exercise
inferred← citeshttps://doi.org/10.1089/g4h.2021.0031openalex-snapshot
Physiological and Metabolic Requirements, and User-Perceived Exertion of Immersive Virtual Reality Exergaming Incorporating an Adaptive Cable Resistance System: An Exploratory Study
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Moniz Game: Usability and User Experience Evaluation of a Musical Game for Motor Coordination
inferred← citeshttps://doi.org/10.1109/iccc59590.2023.10507562openalex-snapshot
Mining Insights from Virtual Reality Exergame Reviews with Latent Dirichlet Allocation Method
inferred← citeshttps://doi.org/10.1109/ismar59233.2023.00118openalex-snapshot
Augmented Reality Rehabilitative and Exercise Games (ARREGs): A Systematic Review and Future Considerations
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The Needs Analysis of Virtual Exergaming
inferred← citeshttps://doi.org/10.1109/tg.2021.3118035openalex-snapshot
Development of an Indoor Exergame Based on Moving-Target Hitting Task for COVID-19 Epidemic: A Comparison Between AR and VR Mode
inferred← citeshttps://doi.org/10.1109/tg.2021.3119521openalex-snapshot
Beyond Genre: Classifying Virtual Reality Experiences
inferred← citeshttps://doi.org/10.1109/thms.2025.3566497openalex-snapshot
Effect and Sensitivity Analysis of VR Gaming on Human Contact Force Perception
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CeVRicale: A VR app for Cervical Rehabilitation
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Ready Exerciser One : Effects of music and virtual reality on cycle ergometer exercise
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The effectiveness of exergames in improving physical activity behaviour and physical literacy domains in adolescents with developmental coordination disorder and cerebral palsy: A scoping review
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Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games
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Exploring User Engagement in Immersive Virtual Reality Games through Multimodal Body Movements
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What Are the Points of Concern for Players about VR Games: An Empirical Study based on User Reviews in Different Languages
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An Empirical Study of VR Head-Mounted Displays Based on VR Games Reviews
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Light Me Up! Ambient Light Increases Heart Rate and Perceived Exertion during High-Intensity Virtual Reality Exergaming
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From Solo to Social: Exploring the Dynamics of Player Cooperation in a Co-located Cooperative Exergame
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Investigating the Effects of Sweating Avatars on Physiological and Perceptual Responses During Low- and High-Intensity Cycling in Virtual Reality
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Punching to the Beat: How Music Antecedents Shape Performance in a VR Rhythm Boxing Exergame
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A Study of Physical Fitness and Enjoyment on Virtual Running for Exergames
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The Validity and Reliability of the Digital Gaming and Physical Activity Relationship Scales Amongst Finnish Adolescents
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Navigating the Digital Dimensions of the Metaverse: A Systematic Review and Research Agenda Exploring Implications Across Industries and Customers
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Initial Recommendations for Virtual Reality in Mental Health Care from the American Medical Extended Reality Association
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What do mobile AR game players complain about?: A qualitative analysis of mobile AR game reviews
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New perspectives of motor rehabilitation of patients after focal brain lesions
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The Effect of Comprehensive Teaching Learning-Based Training on Social Skills and Attitudes
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Clinicians’ Perception of Virtual Reality Therapy in Treating Patients with Obsessive Compulsive Disorder: A Preliminary Study
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Evaluation of custom-made VR exergame for at-home Stroke rehabilitation. A longitudinal single-arm study.
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Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study
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A Virtual Reality Exergame to Engage Adolescents in Physical Activity: Mixed Methods Study Describing the Formative Intervention Development Process
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Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects
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Immersive Virtual Reality Exergames to Promote the Well-being of Community-Dwelling Older Adults: Protocol for a Mixed Methods Pilot Study
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Rehabilitation of Upper Extremity by Telerehabilitation Combined With Exergames in Survivors of Chronic Stroke: Preliminary Findings From a Feasibility Clinical Trial
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The Effects of Acute Virtual Reality Exergaming on Mood and Executive Function: Exploratory Crossover Trial
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Virtual Reality–Based Exercise Rehabilitation in Cancer-Related Dysfunctions: Scoping Review
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Sensing In Exergames for Efficacy and Motion Quality: Scoping Review of Recent Publications
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Experience of Youths and Older People With Virtual Reality Games for Cognitive Assessment: Inductive Thematic Analysis and Insights for Key Stakeholders
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Acceptability of and Willingness to Use Virtual Reality Exergames for Weight Loss Among Young Adults With Overweight or Obesity in China: Qualitative Study
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Does acute virtual reality exergaming enhance mood and executive function?:A crossover trial (Preprint)
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Acute psychological and physiological effects of immersive VR exergaming in middle-aged and older adults with and without movement restrictions: an exploratory single-group pre-post study (Preprint)
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Immersive virtual reality is effective in improving the physical condition and quality of life of sedentary university students: A randomized clinical trial
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Construction of an evaluation index system for user satisfaction with immersive virtual reality exergaming
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Emotion-Driven Music and IoT Devices for Collaborative Exer-Games
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Augmented Reality and Virtual Reality in Exergaming
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Self-Assessed Experience of Emotional Involvement in Sensory Analysis Performed in Virtual Reality
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The Effect of an Immersive Virtual Reality Physical Activity Intervention on Anthropometric Variables, Physical Fitness, and Blood Pressure in College Students: A Randomized Controlled Trial
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Can Physical Activity in Immersive Virtual Reality Be Attractive and Have Sufficient Intensity to Meet Health Recommendations for Obese Children? A Pilot Study
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The Efficacy of an Immersive Virtual Reality Exergame Incorporating an Adaptive Cable Resistance System on Fitness and Cardiometabolic Measures: A 12-Week Randomized Controlled Trial
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Leveraging Emerging Technologies to Expand Accessibility and Improve Precision in Rehabilitation and Exercise for People with Disabilities
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Analysis of Unsatisfying User Experiences and Unmet Psychological Needs for Virtual Reality Exergames Using Deep Learning Approach
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A Spherical Video-Based Immersive Virtual Reality Learning System to Support Landscape Architecture Students’ Learning Performance during the COVID-19 Era
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Designing to Leverage Presence in VR Rhythm Games
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Mapping or no Mapping: The Influence of Controller Interaction Design in an Immersive Virtual Reality Tutorial in Two Different Age Groups
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The Impact of AI-Driven Performance Evaluation on Organizational Outcomes in Kenya: A Systematic Literature Review
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The Development of Marketing Plan for a Virtual Cycling Application: A Case Study of China (Beijing)
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The effect of a full immersive Playstation VR training program on the children’s perceptual abilities development in Volleyball
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