# Augmented Reality and Virtual Reality in Exergaming
## 4 Discussion  
Both AR and VR have shown great potential to enhance physical activity, exercise, physical performance, and psychological outcomes [119] and improve the quality of life for both youth and older adults [120]. Despite their several applications in the context of physical activity and exergames, immersive technologies are mostly being examined as a means to improve rehabilitation [121] as they can support both home-based and remote rehabilitation [122]. Due to their immersive, collaborative, and interactive nature, individuals showcase high levels of satisfaction and acceptance in using XR exergames to train their cognitive and motor skills [123; 124]. By blending the virtual with the real environment, AR can create engaging and interactive experiences that encourage users' bodily movement within the physical world which, in turn, can significantly increase their physical activity and functional fitness [75; 125]. Additionally, due to the sense of presence that they offer, they can increase individuals' focus, consistency, and involvement [74] which, in turn, can enhance their self-efficacy, physical activity motivation, and performance [126; 127]. It also showcases great potential in the context of exergaming with emphasis being placed on its use in physical and cognitive rehabilitation as it can create enjoyable and realistic experiences which motivate and engage individuals in exercising [128; 129]. AR exergames can effectively be used for physical therapy [130] and for improving mental health and well-being [131; 132] as they can support, enrich, and assess physical and mental activities [133]. AR exergames have the potential to enhance motivation and feedback, improve training and exercise, and increase muscle strength [134; 135; 136]. They can also positively affect limb functionality, gait, balance, and fall prevention [137; 138; 139; 135; 136; 137]. However, emphasis should be placed on their design, on providing multimodal feedback, and on considering the target groups' requirements and needs [138; 139; 136; 137; 138; 140]. VR has also shown great potential to enrich physical activity [87] and to improve individuals' psychological, physiological, performance, and rehabilitative outcomes [141; 142]. In the context of exergaming, the immersive embodiment and personalization that VR exergames offer can positively affect individuals' performance, physical functions, perceived exertion, and motivation [143; 144; 145; 146; 147]. Specifically, VR exergames can enhance fitness, health, and well-being [148; 149] and are positively viewed by stakeholders [150; 151]. Given the advancements in the field of wearable technologies, VR can further promote physical activity while enabling full-body motions and controls [152; 153; 154]. Using various head-mounted devices and sensors [155; 116], VR exergames can also effectively enhance physical and cognitive rehabilitation [156; 157; 158; 159]. They can be used in conjunction with artificial intelligence technologies to further increase their potential [160]. \begin{table}
\begin{tabular}{l l l l l l} \hline \hline
**Document** & **DOI** & **Publication Year** & **Total Citations** & \
\begin{tabular}{l} **Total Citations** \\ **per Year** \\ \end{tabular} &
\begin{tabular}{l} **Normalized** \\ **Total Citations** \\ \end{tabular} \\ \hline
[110] & 10.1016/S1474- & 2019 & 324 & 46.29 & 11.66 \\
[111] & 10.1016/j.amepre.2011.10.016 & 2012 & 310 & 22.14 & 3.89 \\
[35] & 10.1016/j.ijmedinf.2015.10.008 & 2016 & 218 & 21.8 & 5.6 \\
[112] & 10.3389/fpsyt.2016.00215 & 2017 & 214 & 23.78 & 5.1 \\
[113] & 10.1155/2017/7962826 & 2017 & 175 & 19.44 & 4.17 \\
[114] & 10.1186/1743-0003-11-156 & 2014 & 149 & 12.42 & 3.23 \\
[115] & 10.1016/j.jamda.2012.03.009 & 2021 & 114 & 22.8 & 6.84 \\
[116] & 10.1089/g4h.2017.014 & 2018 & 100 & 12.5 & 4.46 \\
[117] & 10.1145/2559206.2574827 & 2014 & 99 & 8.25 & 2.15 \\
[118] & 10.1162/pres\_a\_00036 & 2011 & 93 & 6.2 & 1.18 \\ \hline \hline \end{tabular}
\end{table} 
Table 6: Documents with the most citations.