A Review of Extended Reality Exercise Games for Elderly
Yu Fu
1 a
, Yan Hu
1 b
, Veronica Sundstedt
1 c
and Yvonne Forsell
2 d
1
Department of Computer Science, Blekinge Institute of Technology, Karlskrona, Sweden
2
Department of Global Public Health, Karolinska Institutet, Stockholm, Sweden
Keywords:
Virtual Reality, Augmented Reality, Mixed Reality, Extended Reality, Game, Physical Training, Exercise,
Elderly, Old People, Health
Abstract:
With the increasing of ageing all over the world, elderly health attracts more and more attention. This paper
aims to study existing extended reality (XR) game applications for physical exercise through a literature review
with 14 papers as an outcome. Based on these papers, we explored the contributions, opportunities, and
challenges of exercise XR games for the elderly. The papers were analysed based on several perspectives,
including publication information, design and implementation, game information, teamwork and social games,
evaluation, and advantages and disadvantages. We found that the elderly were interested in and accepted the
use of XR games. The positive effect of such games was common in the research results. Even if there were
problems, such as simulator sickness, safety risks, device problems, and cost, there are still opportunities and
space for research and development in the future. The overall positive attitudes toward XR exercise games
for the elderly could be seen by both researchers, developers, and users. However, these game applications
also presented some problems and future improvements are needed. The presented review is beneficial for
researchers and developers to create or enhance future XR applications by learning from existing work.
1 INTRODUCTION
The ageing problem is increasing all over the world.
From the WHO report on ageing and health (WHO,
2019), people live longer, and the age of the popula-
tion is increasing. By 2030, one out of every six peo-
ple in the world will be aged 60 years or over (WHO,
2019)and in 2050, this age group is expected to reach
2.1 billion (WHO, 2019). The ageing problem brings
many issues, especially in terms of health challenges,
such as joint pain, arthritis, diabetes, depression, and
dementia. Moreover, as the age grows, multimorbid-
ity increases. However, there are life style factors that,
directly or indirectly, can improve physical and men-
tal health, such as increased regular physical exercise
and training (WHO, 2019).
According to the WHO, active ageing ”aims to ex-
tend healthy life expectancy and quality of life for
all people as they age”. Herewith, one of the key
goals is maintaining independence. To achieve this,
the level of ADL (activities of daily living) function
a
https://orcid.org/0000-0003-3520-3302
b
https://orcid.org/0000-0002-3283-2819
c
https://orcid.org/0000-0003-3639-9327
d
https://orcid.org/0000-0002-5118-3148
needs to be sufficient. There is compelling evidence
from longitudinal observational studies that sufficient
levels of physical activity decrease the risk for declin-
ing ADL (Daskalopoulou et al., 2017). Moreover,
another term that is often used is frailty, of which
there are various definitions, but all of them include a
decrease in physical function or independence (Dent
et al., 2016; Devereux et al., 2019). There is also ev-
idence that physical exercise in already frail elderly
persons has a positive effect (Campbell et al., 2021).
Evidence on what type of physical exercise would
be most effective is limited. The observational stud-
ies include data on various activities such as cycling,
dancing, and walking. The intervention studies have
used various types of exercise programmes (Lindsay-
Smith et al., 2019). However, most physiotherapists
are recommending a combination of strength and aer-
obic exercises.
Exercise at home is often done using, for exam-
ple a treadmill or bicycle. However, it has also pre-
viously been shown that the rate of exercise can de-
cline due to the lack of varied stimuli in the surround-
ing (Lee et al., 2021a). Digital games have proven
beneficial for motivating and engaging by supporting
fun and providing a plentiful user experience (Deterd-
Fu, Y., Hu, Y., Sundstedt, V. and Forsell, Y.
A Review of Extended Reality Exercise Games for Elderly.
DOI: 10.5220/0010907800003123
In Proceedings of the 15th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2022) - Volume 5: HEALTHINF, pages 201-210
ISBN: 978-989-758-552-4; ISSN: 2184-4305
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
201

 



 


Figure 1: The relationship of AR/VR/AV/MR technique (Milgram and Kishino, 1994).
Figure 2: Examples of AR/VR/AV/MR/XR techniques.
ing et al., 2011). Digital games can also support aims
and tasks with serious goals, such as exercise and
training (Deterding et al., 2011; Sauv
´
e et al., 2017).
These games are also referred to as serious games,
are not only for fun and entertainment, but also activ-
ities such as training, education, or treatment (Djaouti
et al., 2015). However, it is because serious games
have the attributes of games, they are easier to be
accepted and used continuously by users than non-
game activities, to achieve serious goals (Wilkinson,
2016). In addition, ”gamification” as a concept is usu-
ally mentioned in relevant studies and developments
summarised from Deterding et al. gamification re-
search; such term refers to using of design elements
characteristic for games in non-game contexts (Deter-
ding et al., 2011).
Adapting Milgram and Kishino’s description of
the real-world to the virtual world (Milgram and
Kishino, 1994), as shown in Figure 1, mixed reality
(MR, or hybrid reality) is the merging of the real en-
vironment and immersive techniques. According to
their description, in a sense, the transition from real-
ity to virtual reality (VR) is the diminishing composi-
tion of the real world and progressively increasing vir-
tual objects. In the real world, without digital objects,
people interact with the real environment; augmented
reality (AR) is to superimpose 3D virtual objects in
the real world (Azuma et al., 2001); Moreover, aug-
mented virtuality (AV) creates a virtual world, adds
real objects into it (Azuma et al., 2001), instead of
operating in the real environment and with digital ob-
jects, like in AR. It can be understood as the comple-
ment set to AR to a certain extent.
VR simulates a completely virtual world; in other
words, in the VR world, all objects are computer-
generated (Slater and Sanchez-Vives, 2016). Espe-
cially in the use of head-mounted displays (HMDs)
VR (one kind of immersive VR), it cuts off the per-
ception of the real world; users could hear, see and in-
teract with objects from the virtual world (Slater and
Sanchez-Vives, 2016). In addition, extended reality
(XR) is a collection of immersive technologies (in-
cluding AR/VR/MR), which refers to all real and vir-
tual technologies generated by computers (C¸
¨
oltekin
et al., 2020), as shown in Figure 2.
Furthermore, there has been some evidence that
XR games can be good for mental and physical
health (Yu Fu, 2021). XR games are popular for
their unique immersive experience (PERKINSCOIE
and Association, 2021). However, expectations and
opportunities of XR technology go beyond digital
games. From the 2021 XR industry insider survey
by Perkin Coie LLP and XR Association (PERKIN-
SCOIE and Association, 2021), healthcare has once
again become the top application field (except for
games and entertainment) considered by industry
practitioners to be most easily subverted by XR tech-
nology. Compared with last year (34% in 2020),
healthcare has a higher percentage of approval (38%
in 2021). The report also pointed out that due to
the impact of the COVID-19 pandemic, people stay-
ing at home for several months have strengthened the
prospects of XR technology at a certain rate of suc-
cess, especially in the fields of healthcare and educa-
tion. Consumers were more comfortable with the ex-
perience online and virtual. This means opportunities
can be seen of XR techniques combined with games,
to provide solutions for elderly physical health.
As a result, this paper aims to review academic re-
search of XR games for elderly physical exercise and
training. Based on a literature review of existing XR
applications, we analysed such games’ characteristics
and attributes. We also explored opportunities and
challenges, or users’ positive and negative attitudes,
of such applications. This study pays attention to pa-
pers focusing on physical exercise and training, in-
stead of physical exercise with a particular disease as
the background motivation. This approach is different
from XR game applications that focus on rehabilita-
tion, treatment or prevention of certain diseases (such
as stroke rehabilitation, balance training, fall preven-
tion, Alzheimer’s disease, and cognition training). To
HEALTHINF 2022 - 15th International Conference on Health Informatics
202
achieve the research aim, our study was conducted
with the following two research questions:
RQ1: What existing research contributions on XR
game applications target elderly physical health
training?
RQ2: What opportunities and challenges does el-
derly see with XR game applications for physical
health training?
The rest of the paper is organised as follows. Sec-
tion 2 describes the retrieval process for the litera-
ture review. Section 3 presents the review result into
six parts: publication information, design and imple-
mentation, game information, teamwork and social
games, evaluation, and advantages and disadvantages.
Section 4 discusses the results and Section 5 sum-
marises the conclusions and future work.
2 RELATED WORK
Miller et al., targeting older adults (over 45 years),
conducted a systematic review (2000 to 2012.07.10)
to discover the effectiveness of using VR/gaming sys-
tems for physical activity in a home; and the evi-
dence to support the feasibility of using such games
for physical activity at home. Based on their review
of 14 included papers, they found there was weak ev-
idence with a high risk of bias to prove the feasibility
and effectiveness of how VR/gaming could address
impairments, as well as activity limitations and par-
ticipation (Miller et al., 2014). Moreover, they found
affect problems of feasibility, such as high dependent
training and assistance, acceptability problems, safety
problems, high cost, etc (Miller et al., 2014). Further-
more, the report pointed out that the higher function
required to use VR gaming activities at home safely;
and the higher dependence of training and assistance
at the beginning of use (Miller et al., 2014). They
also said VR games were good for encouraging moti-
vation; and social engagement (Miller et al., 2014). In
addition, they discussed technology costs for both de-
velopers and end-users; and that the device develop-
ment trend will be more sophisticated motion-sensing
equipment (Miller et al., 2014).
A review study of VR games for the elderly was
also conducted by Campo-Prieto et al. Unlike Miller
et al. work, their research focused on immersive
VR (IVR) applied in physical therapy and rehabilita-
tion. In four medical science databases, they retrieved
11 included papers from the 765 publications before
2019.06. Based on those papers, they found few ap-
plications of VR games for elderly health. Among
these, most studies focused on the acceptability and
usage analysis of immersive techniques, such as sim-
ulator sickness and VR headsets (Campo-Prieto et al.,
2021). Moreover, they saw the use of Simulator Sick-
ness Questionnaire (SSQ), Self-Assessment of Com-
munication (SAC), or System Usability Scale (SUS)
to evaluate, and the blood pressure and heart rate
monitor for increasing accuracy in the applications’
protocols (Campo-Prieto et al., 2021).
They claimed there was no significant difference
between VR and immersive VR in the literature, but
there was more IVR in physical therapy (Campo-
Prieto et al., 2021). HMD Oculus Rift, HMD HTC
Vive, and Samsung Gear VR Headset were the most
used devices (Campo-Prieto et al., 2021). They also
found the combinations of devices with VR for ex-
ergames, such as a bike or treadmill, were applied
more often (Campo-Prieto et al., 2021). It is worth
noting that they thought therapists and developers
should work together to match the needs of the target
users and improve the attractiveness of user experi-
ences (Campo-Prieto et al., 2021). They also marked
and highlighted the challenges, such as device prob-
lems and content improvements (Campo-Prieto et al.,
2021). They believed immersive VR could help with
traditional treatment and rehabilitation by being in-
centive coupled with fun (Campo-Prieto et al., 2021).
3 SYSTEMATIC LITERATURE
REVIEW
To address RQ1 and RQ2, we explored existing con-
tributions from academic studies for XR game appli-
cations targeting elderly physical exercise and train-
ing, as well as the opportunities and challenges of
features or attributes of such applications. Following
the four steps in the guidelines of Keele et al. (Keele
et al., 2007) as shown in Figure 3, we conducted a sys-
tematic literature review using the Scopus database.
Based on the keywords (augmented reality, virtual re-
ality, mixed reality, health, game, elderly, exercise,
and physical training) and their abbreviations (AR,
VR, and MR) or related words (old), we created the
search string: ((augmented AND reality) OR (ar)
OR (augmented AND virtuality) OR (av) OR (virtual
AND reality) OR (vr) OR (mixed AND reality) OR
(mr)) AND (health) AND (game) AND ( (elderly) OR
(old) ) AND ( (exercise) OR (physical AND training))
for the paper retrieval.
The search results were limited to publication
years (2011-01-01 to 2021-08-31), language (En-
glish), and paper type (article and conference pa-
per). The title, abstract and keywords review nar-
rowed down the 1585 search results to 99, and further
A Review of Extended Reality Exercise Games for Elderly
203
Figure 3: Publication retrieval process.
to 22 by reviewing the introduction and conclusions.
Finally, the full content review and preview and check
stabilised the included papers at 14, which were anal-
ysed further. As previously mentioned, we only in-
cluded research targeting ”pure” exercise and physi-
cal training for the elderly, and excluded papers that
were relevant to treatment/prevention/rehabilitation
of specific diseases and health issues, such as stroke,
fall, dementia, Parkinson, cognitive training, mem-
ory training, and Alzheimer’s disease. Based on
the convention from the UN, the referring of the el-
derly people was age over 60-year-old (Kowal and
Dowd, 2001). However, in some other research, the
age could be narrowed to 55-year-old (Ferreira and
Kowal, 2006). Thus, to cover more research, as a
baseline for the elderly, we aimed at an age in the
included review papers being 55-year-old or more.
Some papers resulting from the search were also ex-
cluded if the studies did not mention XR (6), be-
ing without game elements (1), having less than four
pages (1), or if the full content was not available (6).
4 RESULTS
Based on the 14 included papers, we analyse the
reviewed research that has been conducted to an-
swer RQ1 and RQ2. There were four papers (Ar-
lati et al., 2019; Pedroli et al., 2018), (Grani and
Bruun-Pedersen, 2017; Bruun-Pedersen et al., 2016)
which came from two projects with different research
content. Thus, we analysed them as four individual
studies. To discover the contributions of the aca-
demic studies of XR game applications for elderly
exercise and physical training and opportunities and
challenges for such game applications, we analysed
the included papers in five areas as previously men-
tioned. These were: 1) publication information, 2)
design and implementation, 3) game information, 4)
teamwork and social games and 5) evaluation.
4.1 Publication Information
All included papers came from 2016 to 2021; it is
worth noting that no included studies were published
between 2011 and 2015. The included research in
2021 was the highest and reached four papers; the fol-
lowing were three in 2020; two in each of the years
(2016, 2019, 2018); and only one from 2017. The
authors of these 14 papers involved 12 countries and
regions. More than 60% (9/14) of the included pa-
pers are research institutions from Europe and the
United States (Spain, Norway, Australia, Denmark,
US., Italy, Netherlands), followed by Asian countries
and regions (South Korea, Japan, China, Hong Kong
China).
4.2 Design and Implementation
Almost all 14 included papers were conducted by
academic researchers; they usually came from differ-
ent departments, such as medical subjects (neurology,
psychology, geriatrics, etc.), computer and engineer-
ing subjects (electronic information, industrial tech-
nology and automation, etc.), and media and commu-
nication subjects. Two papers included authors from
the hospital or nursing home, and one study men-
tioned software developers in their research.
As shown in Table 1, games with VR technol-
ogy (including immersive and non-immersive VR) ac-
counted for more than 70% (10/14) of the included
articles. Among them, three used a large screen and
other equipment to create a non-immersive VR en-
vironment, one paper used a CAVE, while the other
six applications used HMDs to achieve an immersive
VR experience. Three papers mentioned they used
the AR technique based on Kinect, the same as the
papers in the non-immersive VR technique. Only one
study used MR technology with the HoloLens. It
is worth noting that in the same application, the au-
thors changed and updated their display device from
HEALTHINF 2022 - 15th International Conference on Health Informatics
204
Table 1: The analysis of the included papers based on technology, game, and evaluation viewpoints.
Technology Game Evaluation
Technique Display Controller/tracker User type Posture Genre Task Number Age Method Index Scale Refer.
VR
Immersive
HMD
limb motion trackers single sitting simulation
handball, football,
gatekeeping
135 62.7 E,Q
usefulness,
user experience
null (Chau et al., 2021)
hand controller,
ankle controller
single stand action game
change action by
different shape and
color, feed animals
20 65 E,Q
usefulness,
user experience
Player Experience (PX) (Li et al., 2020)
null single sitting simulation cycling 20 63.6 E,Q
usefulness,
user experience
stress arousal checklist(SAC), simulator
sickness questionnaire (SSQ), ITC sense
of presence inventory (ITC-SOPI), Borg
rate of perceived exertion scale(RPE)
(Sakhare et al., 2019)
Speed sensor single sitting simulation cycling null (Ijaz et al., 2016)
HMD/TV WiFi microcontroller (on pedal) single sitting simulation cycling null (Grani and Bruun-Pedersen, 2017)
CAVE
cycle-ergometer, Arduino,
motion tracking system
hardware interface
single sitting simulation cycling 5 59 E,Q usability system usability scale (SUS) (Pedroli et al., 2018)
Non-immersive
TV
(curved
screen)
Arduino, hardware interface,
Hall effect sensor (on chassis),
Inertial sensor (on headset)
single sitting simulation cycling 5 65 E,Q
usability,
acceptability
SUS,
SSQ
(Lee et al., 2021b)
big screen
cycle-ergometer, Arduino,
hardware interface
single/
multiple
sitting simulation cycling null (Arlati et al., 2019)
TV Arduino single sitting simulation cycling 24 null E,Q user experience Intrinsic Motivation Inventory (IMI) (Bruun-Pedersen et al., 2016)
null Kinect
single/
multiple
stand simulation bowling 19 68 E,Q
usefulness,
user experience
With the Physical Exercise Adherence
Questionnaire, Game Experience
Questionnaire (GEQ)
(J
´
unior et al., 2021)
AR
null Kinect single stand simulation put bird to cage 57 65 E,Q
usefulness,
usability,
acceptability
SUS, Usefulness
Satisfaction,
Ease of Use,
Happiness,
Importance,
(Mu
˜
noz et al., 2021)
screen
Kinect multiple/single stand action game imitate actions 27 65 E,Q
usefulness,
user experience
Exercise Self-Efficacy Scale (ESE) (Jeon and Kim, 2020)
Kinect single stand adventure island adventure 3 43-62 E,I
usability,
user experience
null (Nishchyk et al., 2020)
MR HoloLens multiple stand shooter shooting rabbit null null E,I user experience Game experience questionnaire (GEQ) (Buckers et al., 2018)
Note: 1) In the ”Method” column, ”E” represents the experiment, ”Q” is the questionnaire, and ”I” denotes the interview. 2) In the ”Age” column, the unit is the year; numbers without signs and intervals represent the average. 3) In the Table, ”null” means did not
mention such information in the papers.
A Review of Extended Reality Exercise Games for Elderly
205
a CAVE (Pedroli et al., 2018) to a large screen (Arlati
et al., 2019).
Most of the included papers had indoor bike appli-
cations, that allowed users to interact with a station-
ary bike system. They normally had sensors on them,
such as speed sensor (Ijaz et al., 2016), hall effect sen-
sor, and inertial sensor (Lee et al., 2021b). Except for
sensors, such games usually use the hardware inter-
face on the handlebar for control and interaction (Pe-
droli et al., 2018; Lee et al., 2021b). It is worth noting
that two bicycle-related articles mentioned heart rate
detection. Research in (Sakhare et al., 2019) used the
Borg RPE scale and heart rate to calculate the exercise
intensity, while in (Arlati et al., 2019), the heart rate
was used to adjust the bicycle ergometer to maintain
a constant level of effort.
AR games mainly used the Kinect as the motion
sensor and interactive way to capture the users’ actual
movements and control system. Only one paper (Li
et al., 2020) used two hands and two wearable con-
trollers to detect hand and ankle movements. The MR
study used gesture control with the HoloLens. More-
over, nine papers mentioned development and opera-
tion software, all of them were done in Unity.
4.3 Game Information
Game genres and tasks in the 14 included papers were
overlapping to some extent. We could see seven of
them using an indoor bike as part of their game task.
Except for cycling in a simulation environment, some
studies combined other tasks to train cognition simul-
taneously. For example, in the indoor game from Ar-
lati et al., they asked the user to find all animals along
the way that start with a particular letter (Arlati et al.,
2019) and guess the city name based on the land-
mark. The animal was also used in work by Munoz
et al. (Mu
˜
noz et al., 2021) as the game object. Their
application supports shoulder training by asking users
to raise their arms to put a bird into a cage. Chau et
al. studied a set of VR games facing a different group
of users (Chau et al., 2021). They covered physical
training with ball games, such as handball for upper
limbs and football for lower limbs. In addition, Ju-
nior et al. used a bowling game as part of their game
task (J
´
unior et al., 2021).
Game genres were not only the above three kinds
of simulation games, but also action, adventure, and
shooter games. Li et al. provided a VR game to im-
pact the elderly’s cognitive and physical health (Li
et al., 2020). They asked users to change their posture
and location by following different shapes and colours
of objects and feeding animals. Jeon and Kim also de-
signed an action game for elderly exercise; the game
task was following the non-player character’s actions,
thereby achieving the aim of physical training (Jeon
and Kim, 2020). Furthermore, an adventure game was
also in the included papers. Nishchyk et al. created
an AR game based on a story on an island with a pi-
rate, their parrot, and treasure chests (Nishchyk et al.,
2020). Game tasks embodied physical exercise and
revolved around treasure hunting, including climbing
stairs and ”flying” by controlling the parrot. More-
over, users of the VR game by Buckers et al. were
tasked with shooting rabbits (Buckers et al., 2018) to
exercise the whole body.
From the view of using posture, except for the
seven bike applications that asked users to sit on an
indoor bike, almost all other seven studies used a
standing posture. Even someone who only focuses
on upper limbs’ training was also using a standing
posture (Mu
˜
noz et al., 2021). The game elements,
such as rewards, avatars, and points, were used in the
included papers. Among those elements, the points
were the most used.
4.4 Teamwork and Social Games
The work presented by J
´
unior et al. not only con-
tributed an application but also compared the differ-
ence of fitness test, physical exercise adherence, and
game experience between a team member user or a
single user before and after use (J
´
unior et al., 2021).
They pointed out that although the single playing re-
sults of the physical fitness test had improved, the in-
crease had significantly improved in the team playing
scenario. Moreover, the score of sensory and imag-
inative immersion in the team was higher. Further-
more, a teammate can provide support when players
feel sad, pain, or difficulties, to help them continue
playing. Moreover, Arlati et al. provided a social VR
bike game (Arlati et al., 2019). They implemented the
VR training with other players. Through multiplayer
mode, users were allowed to have voice contacts with
others, training collaboratively or competitively. It
can not only help with physical health but also reduce
the risk of social isolation. Furthermore, Buckers et
al. created a virtual dodgeball game (Buckers et al.,
2018). Two users were playing together to shoot balls
in the direction of a rabbit target. They believed those
games were more attractive and engaging.
It is worth noticing, multiple-user games typically
run online, but single-user games are not. They usu-
ally use offline mode. However, there were excep-
tions. The one was a single-user game, which could
connect with the web client (Mu
˜
noz et al., 2021). And
the other one was a multiple-user game, which could
identify two users in offline mode. Thus, the website
HEALTHINF 2022 - 15th International Conference on Health Informatics
206
is not necessary (Jeon and Kim, 2020).
4.5 Evaluation
From an evaluation point of view, except for the three
included papers, which did not mention assessment
as part of their applications, we found similar meth-
ods and tools in different studies. The main evalua-
tion method was combining an experiment and ques-
tionnaire to learn the effectiveness and usefulness by
comparing the health situation before and after use
and obtaining the satisfaction level in subjective user
feedback at the end of the experiment. Standardized
scales were the most common tool for the question-
naire method in the included papers, as shown in Ta-
ble 1. Usability, simulator sickness, game/player ex-
perience received the most attention of the included
papers. The number of participants ranged from 3 to
135 in the included studies. Typically, the intervie-
wees were classified as experiment and control groups
randomly. However, some studies also tried to com-
pare the differences between age groups to divide the
respondents by age (elderly vs younger).
4.6 Advantages and Disadvantages
Based on the evaluation result from the included pa-
pers, we could see an overall positive attitude of
XR game applications for physical health and exer-
cise training from the elderly, but still some prob-
lems to address in the future. Some previous stud-
ies pointed out that older people have a negative ten-
dency towards new technologies (Hauk et al., 2018;
Lee et al., 2003). However, the evaluation results
from the included papers were all positive. Sakhare
et al. claimed that age did not significantly affect
the feasibility of VR for the elderly (Sakhare et al.,
2019). Even the most outstanding progress during
the experiment was the group of the oldest people
(75–80) (Mu
˜
noz et al., 2021). Positive comments
also covered high levels of learnability, ease and con-
fidence in use and acceptability (Lee et al., 2021b).
Others were being innovative, fun, interactive, and
exciting (Chau et al., 2021), interesting and engag-
ing (Nishchyk et al., 2020) or benefiting physical and
mental health (Mu
˜
noz et al., 2021; J
´
unior et al., 2021;
Li et al., 2020; Jeon and Kim, 2020).
Challenges could be classified as simulator sick-
ness, device problems, and improved content. Three
papers used the simulator sickness questionnaire.
They have similar results, that there were symptoms
such as dizziness, nausea, and disorientation dur-
ing use, but they were all mild and acceptable (Lee
et al., 2021b; Chau et al., 2021; Sakhare et al., 2019).
Sakhare et al. believed the significant effect factor of
sickness was time, not age. The research by Chau et
al. can also support this view. They found that over
half of the uncomfortable reports came from the first
four times of use (Chau et al., 2021). There was a pa-
per that not only pointed out the simulator sickness
problem but also provided some solutions, such as
limiting the viewing range and reducing the content,
using more realistic VR photography technology, sta-
bilizing the viewpoint, using active VR experiences
instead of passive, and based on curved TV instead of
HMD (Lee et al., 2021b).
Device problems were mainly focused on the low
user experience of HMD and controller/sensor. Chau
et al. said they would enhance the HMD to be more
portable and adjust the sensor to be unnecessary to
upright operation (Chau et al., 2021). The negative
user feedback of VR headset was received from Lee
et al. research and Li et al. study. The weight of the
HMD might lead the disorientation caused by head
pressure (Lee et al., 2021b). The VR HMD was a
bit heavy, and with improper wearing, mistakes could
easily be made (Li et al., 2020).
The content enhancements were not common
comments and were usually specific to the applica-
tion. The application by Chau et al. was advised to
improve the scoring system to enhance the sense of
accomplishment and add personalized scoring (Chau
et al., 2021). There was a similar improvement re-
quirement in rewards for the application design by
Arlati et al.. It was asked to increase the value re-
wards to enhance motivation and enjoyment (Arlati
et al., 2019). Their research also found that game
content full of memories for users was more popu-
lar (Chau et al., 2021). Furthermore, J
´
unior et al.
thought avatars in games are a stimulus to increase
participation (J
´
unior et al., 2021). Moreover, the feed-
back needed to be added when the player made mis-
takes; and the skip function for jumping the back-
ground story video was the suggestion for the work
by Nishchyk et al. (Nishchyk et al., 2020). Com-
ments from the study of Pedroli et al. were focused
on virtual environment and interaction, such as en-
hancing realism and improving proactive interaction,
increasing objects’ identify, and reducing interfer-
ence (Pedroli et al., 2018). In addition, improving the
sense of reality was also repeatedly raised by respon-
dents (Bruun-Pedersen et al., 2016).
5 DISCUSSION
Based on the results, with the similar consequence
of related studies (Yu Fu, 2021; Fu et al., 2021), al-
A Review of Extended Reality Exercise Games for Elderly
207
though not rich, we could see increased attention of
XR game applications to the physical health of the
elderly. Although papers before 2016 were not in-
cluded, the rise in academic research was obvious in
the following years. Significantly, the included arti-
cles in the first three quarters of 2021 had exceeded
the previous full year and doubled than 2019 and
2018. Moreover, judging from the data in this review,
the number of researches on such applications in Eu-
rope and the United States has obvious advantages.
Especially Italy and Denmark have more than two
included papers. Furthermore, since such applica-
tions are interdisciplinary, the academic background
of the researchers was mainly computer and engineer-
ing, but it tended to be diversified.
Immersive techniques did not have equal atten-
tion. Augmented virtuality exercise game for the el-
derly was not included in this review. There was only
one paper in the search result, which used the AV
technique for the elderly but was excluded due to the
target health problem belonging to mental health. In
addition, the VR technique was much more focused
than AR/MR. Especially the immersive VR (with
HMDs) contributed to the most previous solutions for
elderly physical exercise, including the most used ap-
plication: indoor cycling, and other types of games
with more room for development, such as bowling,
ball games, and action games. Although immersive
VR was the mainstream, HMD was the main display
device in this review. There were still three included
papers using the large screen as the display in non-
immersive VR, consideration of safety, experience,
and cost. The replacement of the CAVE mentioned
in the results is also out of this consideration.
Addressing the attributes and characteristics of the
elderly, the existing research showed the considera-
tions in the use of posture, motivation to use, and
interaction methods as well. It can be seen that the
included papers prefer to use a sitting posture rather
than standing. Similar to the related work (Miller
et al., 2014; Campo-Prieto et al., 2021), gamification
technique and game elements were applied to increase
the fun and interest, thereby motivating users to con-
tinue using the applications to achieve the exercise
aim. The interaction and control should be simple and
directed to the elderly. So the less equipment, the eas-
ier interface, the better experience could be a develop-
ing trend. Although we were targeting specifically the
elderly’ physical health, it is undeniable that physical
and mental health affect each other. A study by Sauv
´
e
et al. also suggest the effect of digital games, for
the elderly, to include three dimensions of quality of
life: psychological, physical, and social (Sauv
´
e et al.,
2017). The existing research mentioned this from two
views: double tasks and social games. Some design
their exercise games with mental training tasks (Arlati
et al., 2019; Pedroli et al., 2018) or with benefits for
cognition and attention (Li et al., 2020). Others added
features for multi-user mode to allow teamwork and
social interaction in their games (J
´
unior et al., 2021;
Arlati et al., 2019), which was beneficial for the men-
tal health of users.
For the opportunities of XR game applications for
the elderly physical health, we could see evidence of
acceptance of those techniques by the elderly. They
have positive attitudes towards such techniques ap-
plied for their physical health improvements. The ef-
fectiveness of those VR exercise games was proven
acceptable as well. What needs attention in the study
and development of such games is the more straight-
forward operation in design, clear training of use for
users, fixing the challenges of simulator sickness and
content, as well as device improvements. As the re-
sults of an earlier survey (Fu et al., 2021), the first
three obstacles to mass adoption are user experience,
content offering, and cost to consumers.
Some included papers evaluate the simulator sick-
ness of their games. They claimed the test results
were acceptable (Chau et al., 2021). However, this
is based on the anticipation and avoidance of uncom-
fortable situations in the design and implementation
stages. For example, Lee et al. propose to stabilize
the viewpoint, reduce the viewing range, etc., to re-
duce VR dizziness (Lee et al., 2021b). Moreover,
there was evidence that with an increased use time,
the uncomfortable symptoms were reduced (Sakhare
et al., 2019). The comments for content improve-
ment were the most specific and detailed, such as
adding a skip function for jumping the background
video, more motivating elements (score, rewards, un-
lockable levels, etc.), and error operation feedback to
user (Nishchyk et al., 2020). Except for the sugges-
tions about rewards, avatars, in-time feedback, and
the shared memory content being the more popular;
we need to see the importance of user participation
in the design and evaluation. The experience of VR
games is more dependent on the device than AR.
The uncomfortable weight and cables and low expe-
rience of HMDs were also mentioned in previous sur-
veys (Fu et al., 2021; Yu Fu, 2021).
6 CONCLUSIONS AND FUTURE
WORK
Aiming in discovering the existing research contri-
butions on XR game applications that target elderly
HEALTHINF 2022 - 15th International Conference on Health Informatics
208
physical health training, and its opportunities and
challenges in study and development, this study con-
ducted a systematic literature review using the Scopus
database. From the 1585 search results, we included
14 papers for a deeper analysis. Based on the included
papers, we summarised and analysed their publication
information, design and implementation, game infor-
mation, teamwork and social games, evaluation, and
advantages and disadvantages. Through the above re-
sults, we found that the interests and acceptance of the
elderly in XR games and the positive health effects of
continuous use are opportunities and space for devel-
oping such software further. Moreover, the reduction
of discomfort and safety risks in use, the improve-
ment of hardware technology, and the improvement
of content are the main challenges that research and
development need to face in the future. This paper is
helpful for researchers and developers working in the
area, which give full play to advantages and reduce
negative impacts of the XR technique and game tech-
nology, in their studies and projects of elderly phys-
ical health. Future work could extend the search to
more databases and narrow down the application con-
tent and technical scope to find more detailed refer-
ences.
REFERENCES
Arlati, S., Colombo, V., Spoladore, D., Greci, L., Pedroli,
E., Serino, S., Cipresso, P., Goulene, K., Stramba-
Badiale, M., Riva, G., et al. (2019). A social vir-
tual reality-based application for the physical and
cognitive training of the elderly at home. Sensors,
19(2):261.
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S.,
and MacIntyre, B. (2001). Recent advances in aug-
mented reality. IEEE computer graphics and applica-
tions, 21(6):34–47.
Bruun-Pedersen, J. R., Serafin, S., and Kofoed, L. B.
(2016). Motivating elderly to exercise-recreational
virtual environment for indoor biking. In 2016 IEEE
International Conference on Serious Games and Ap-
plications for Health (SeGAH), pages 1–9. IEEE.
Buckers, T., Gong, B., Eisemann, E., and Lukosch, S.
(2018). Vrabl: stimulating physical activities through
a multiplayer augmented reality sports game. In Pro-
ceedings of the First Superhuman Sports Design Chal-
lenge: First International Symposium on Amplifying
Capabilities and Competing in Mixed Realities, pages
1–5.
Campbell, E., Petermann-Rocha, F., Welsh, P., Celis-
Morales, C., Pell, J. P., Ho, F. K., and Gray, S. R.
(2021). The effect of exercise on quality of life and
activities of daily life in frail older adults: A system-
atic review of randomised control trials. Experimental
Gerontology, page 111287.
Campo-Prieto, P., Cancela, J. M., and Rodr
´
ıguez-Fuentes,
G. (2021). Immersive virtual reality as physical ther-
apy in older adults: present or future (systematic re-
view). Virtual Reality, pages 1–17.
Chau, P. H., Kwok, Y. Y. J., Chan, M. K. M., Kwan, K.
Y. D., Wong, K. L., Tang, Y. H., Chau, K. L. P., Lau,
S. W. M., Yiu, Y. Y. Y., Kwong, M. Y. F., et al. (2021).
Feasibility, acceptability, and efficacy of virtual reality
training for older adults and people with disabilities:
Single-arm pre-post study. Journal of Medical Inter-
net Research, 23(5):e27640.
C¸
¨
oltekin, A., Lochhead, I., Madden, M., Christophe, S., De-
vaux, A., Pettit, C., Lock, O., Shukla, S., Herman, L.,
Stacho
ˇ
n, Z., et al. (2020). Extended reality in spa-
tial sciences: A review of research challenges and fu-
ture directions. ISPRS International Journal of Geo-
Information, 9(7):439.
Daskalopoulou, C., Stubbs, B., Kralj, C., Koukounari, A.,
Prince, M., and Prina, A. M. (2017). Physical ac-
tivity and healthy ageing: A systematic review and
meta-analysis of longitudinal cohort studies. Ageing
research reviews, 38:6–17.
Dent, E., Kowal, P., and Hoogendijk, E. O. (2016). Frailty
measurement in research and clinical practice: a re-
view. European journal of internal medicine, 31:3–
10.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011).
From game design elements to gamefulness: defin-
ing” gamification”. In Proceedings of the 15th inter-
national academic MindTrek conference: Envisioning
future media environments, pages 9–15.
Devereux, N., Ellis, G., Dobie, L., Baughan, P., and Mon-
aghan, T. (2019). Testing a proactive approach to
frailty identification: the electronic frailty index. BMJ
open quality, 8(3):e000682.
Djaouti, D., Alvarez, J., and Jessel, J.-P. (2015).
Classifying serious games: the g/p/s model
(pdf). Mode of access: http://www. ludoscience.
com/files/ressources/classifying serious games. pdf
(date of access: 05.01. 2019).
Ferreira, M. and Kowal, P. (2006). A minimum data set on
ageing and older persons in sub-saharan africa: pro-
cess and outcome. African Population Studies, 21(1).
Fu, Y., Hu, Y., Sundstedt, V., and Fagerstrom, C. (2021).
A survey of possibilities and challenges with ar/vr/mr
and gamification usage in healthcare. In 14th Inter-
national Joint Conference on Biomedical Engineer-
ing Systems and Technologies (BIOSTEC)/14th Int
Conf on Bio-inspired Systems and Signal Process-
ing (BIOSIGNALS)/14th Int Conf on Biomedical Elec-
tronics and Devices (BIODEVICES), pages 733–740.
SciTePress.
Grani, F. and Bruun-Pedersen, J. R. (2017). Giro: better
biking in virtual reality. In 2017 IEEE 3rd Work-
shop on Everyday Virtual Reality (WEVR), pages 1–5.
IEEE.
Hauk, N., H
¨
uffmeier, J., and Krumm, S. (2018). Ready to be
a silver surfer? a meta-analysis on the relationship be-
tween chronological age and technology acceptance.
Computers in Human Behavior, 84:304–319.
A Review of Extended Reality Exercise Games for Elderly
209
Ijaz, K., Wang, Y., Milne, D., and Calvo, R. A. (2016). Vr-
rides: interactive vr games for health. In Joint Interna-
tional Conference on Serious Games, pages 289–292.
Springer.
Jeon, S. and Kim, J. (2020). Effects of augmented-reality-
based exercise on muscle parameters, physical per-
formance, and exercise self-efficacy for older adults.
International journal of environmental research and
public health, 17(9):3260.
J
´
unior, J. L. A. D. S., Biduski, D., Bellei, E. A., Becker,
O. H. C., Daroit, L., Pasqualotti, A., Tourinho Filho,
H., and De Marchi, A. C. B. (2021). A bowling ex-
ergame to improve functional capacity in older adults:
co-design, development, and testing to compare the
progress of playing alone versus playing with peers.
JMIR serious games, 9(1):e23423.
Keele, S. et al. (2007). Guidelines for performing system-
atic literature reviews in software engineering. Tech-
nical report, Technical report, Ver. 2.3 EBSE Techni-
cal Report. EBSE.
Kowal, P. and Dowd, J. E. (2001). Definition of an older per-
son. proposed working definition of an older person in
africa for the mds project. World Health Organization,
Geneva, doi, 10(2.1):5188–9286.
Lee, N., Choi, W., and Lee, S. (2021a). Development of an
360-degree virtual reality video-based immersive cy-
cle training system for physical enhancement in older
adults: a feasibility study. BMC Geriatrics, 21(1).
Lee, N., Choi, W., and Lee, S. (2021b). Development of an
360-degree virtual reality video-based immersive cy-
cle training system for physical enhancement in older
adults: a feasibility study. BMC geriatrics, 21(1):1–
10.
Lee, Y., Kozar, K. A., and Larsen, K. R. (2003). The tech-
nology acceptance model: Past, present, and future.
Communications of the Association for information
systems, 12(1):50.
Li, X., Niksirat, K. S., Chen, S., Weng, D., Sarcar, S., and
Ren, X. (2020). The impact of a multitasking-based
virtual reality motion video game on the cognitive
and physical abilities of older adults. Sustainability,
12(21):9106.
Lindsay-Smith, G., Eime, R., O’Sullivan, G., Harvey, J.,
and van Uffelen, J. G. (2019). A mixed-methods case
study exploring the impact of participation in commu-
nity activity groups for older adults on physical activ-
ity, health and wellbeing. BMC geriatrics, 19(1):1–15.
Milgram, P. and Kishino, F. (1994). A taxonomy of mixed
reality visual displays. IEICE TRANSACTIONS on In-
formation and Systems, 77(12):1321–1329.
Miller, K. J., Adair, B. S., Pearce, A. J., Said, C. M.,
Ozanne, E., and Morris, M. M. (2014). Effectiveness
and feasibility of virtual reality and gaming system
use at home by older adults for enabling physical ac-
tivity to improve health-related domains: a systematic
review. Age and ageing, 43(2):188–195.
Mu
˜
noz, G. F., Cardenas, R. A. M., and Pla, F. (2021). A
kinect-based interactive system for home-assisted ac-
tive aging. Sensors, 21(2):417.
Nishchyk, A., Geentjens, W., Medina, A., Klein, M., and
Chen, W. (2020). An augmented reality game for
helping elderly to perform physical exercises at home.
In International Conference on Computers Helping
People with Special Needs, pages 233–241. Springer.
Pedroli, E., Greci, L., Colombo, D., Serino, S., Cipresso,
P., Arlati, S., Mondellini, M., Boilini, L., Giussani, V.,
Goulene, K., et al. (2018). Characteristics, usability,
and users experience of a system combining cognitive
and physical therapy in a virtual environment: positive
bike. Sensors, 18(7):2343.
PERKINSCOIE and Association, X. (2021). 2021 aug-
mented and virtual reality survey report.
Sakhare, A. R., Yang, V., Stradford, J., Tsang, I., Ravichan-
dran, R., and Pa, J. (2019). Cycling and spatial nav-
igation in an enriched, immersive 3d virtual park en-
vironment: A feasibility study in younger and older
adults. Frontiers in aging neuroscience, 11:218.
Sauv
´
e, L., Renaud, L., Kaufman, D., and Dupl
`
aa, E. (2017).
Can digital games help seniors improve their quality
of life? pages 179–192.
Slater, M. and Sanchez-Vives, M. V. (2016). Enhancing
our lives with immersive virtual reality. Frontiers in
Robotics and AI, 3:74.
WHO (2019). Ageing and health.
Wilkinson, P. (2016). A brief history of serious games. En-
tertainment computing and serious games, pages 17–
41.
Yu Fu, Yan Hu, V. S. (2021). A survey on ar/vr games
for mental and physical public health. In eTELEMED
2021, The Thirteenth International Conference on
eHealth, Telemedicine, and Social Medicine. Think-
Mind.
HEALTHINF 2022 - 15th International Conference on Health Informatics
210