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Effectiveness of XR exergame interventions and validity of player experience measures across age groups

Ascertain the effectiveness of extended reality exergame interventions and the validity of measured player experience outcomes, particularly in light of mismatches between targeted age groups and actual study samples.

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Background

The review notes a frequent mismatch between design targets (often older adults) and evaluation samples (often young adults), creating uncertainty about whether findings generalize to intended users.

Because abilities and preferences vary across the lifespan, the authors emphasize that evaluating XR exergames on non-target populations risks invalid conclusions regarding both intervention effectiveness and experiential measures.

References

This discrepancy between the target user group and evaluation is problematic: Simply, the effectiveness of the exergame intervention and validity of measured player experience remains unclear.

Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape (2403.06776 - Karaosmanoglu et al., 11 Mar 2024) in Discussion, subsubsection "XR Exergames Knowledge is Limited When it Comes to Age Groups"