# Augmented Reality and Virtual Reality in Exergaming
###### Abstract
Extended reality (XR) technologies, such as augmented reality (AR) and virtual reality (VR), have shown great potential to be used in the context of exergames. Specifically, studies have shown that due to their immersive and interactive nature, these technologies can effectively be used in combination with gameful approaches to further enhance motivation and engagement [60; 61], elements that are integral in exergaming. Additionally, studies have revealed that AR and VR exergaming go beyond entertainment [62] and yield physical, psychological, and mental health benefits [63; 64; 65; 66]. Specifically, AR blends the physical with the digital worlds by tracking and monitoring the physical environment and embedding dynamic and interactive content onto it [67; 68]. Hence, AR provides new interactive and personalized ways for users to simultaneously interact with both the virtual and real environments [69; 70]. Due to its traits, the use of AR has been examined across various contexts, including education [71], training [72], entertainment [73], physical activity [74], fitness [75], healthcare [63], mental health [76], and rehabilitation [77]. VR simulate users' physical presence within virtual environments that are characterized by high levels of immersion, realism, and interaction [78; 79; 80]. As, in VR environments, users can interact solely with the virtual content and not with the real environment, there is an increasing emphasis on users' embodiment, interactions, and sense of presence within the virtual world [81; 82; 83]. Similarly to AR, the use of VR is also widely examined in different domains, including, once again, education [84], training [85], entertainment [86], physical activity [87], fitness [88], healthcare [89], mental health [90], and rehabilitation [91]. These technologies have been reported to effectively support and enrich domains that are highly related to exergaming. Additionally, when following robust design approaches [92; 93], both AR and VR can influence users' affective states [94; 95], promote their active involvement and motivation [96; 97], offer personalized and adaptive experiences [98; 99], and affect their cognitive, physical, and socio-emotional development [60; 61]. Moreover, they create new possibilities for users to be engaged in meaningful physical activity. Hence, due to the potential benefits that they can bring in exergaming, the research surrounding their use in exergames across different domains and use cases is increasing. Exergaming has become an increasingly popular tool to promote physical activity, rehabilitation, and cognitive engagement. Simultaneously, AR and VR technologies are advancing rapidly, offering new opportunities for more immersive and engaging exergaming experiences. These technologies hold significant promise across various domains, including healthcare, education, and entertainment. However, without a clear understanding of how AR and VR are currently being used in exergaming, it is difficult for researchers and developers to build effective, evidence-based applications. Despite the growing interest in exergames and the rapid development of XR technologies, there is a lack of comprehensive understanding of how XR is being applied within exergaming contexts. Existing studies vary widely in focus, making it difficult to identify consistent trends, challenges, and research gaps. Therefore, a systematic mapping of the current literature is needed to clarify the state of research and guide future development in this emerging area. Additionally, to the best of our knowledge, there has not been another scoping review study that examines this topic following similar approaches. Consequently, this study presents a scoping review regarding the use of augmented reality and virtual reality in exergaming during 2010-2015. This study adopts a systematic approach and examines the existing literature to understand where the field stands, what kinds of applications have emerged, and which topics are gaining traction.