# Augmented Reality and Virtual Reality in Exergaming
## 4 Discussion
### Outcomes and Implications  
Exergaming can effectively be used in various domains. As immersive technologies advance, there has been an increased interest in the use of AR and VR in exergaming. By using AR and VR technologies in the context of exergaming, new immersive and interactive experiences can be created which, in turn, can further amplify the positive physical, cognitive, and emotional outcomes associated with traditional exergaming. Specifically, the adoption and integration of AR and VR into exergaming represents a notable advancement in the health sciences domain with a growing body of evidence supporting its potential benefits. By combining XR technologies with exergames, game-like, engaging, and immersive experiences can be created, which can transform traditional physical activity and render it more interactive, motivating, and enjoyable. These experiences have the potential to yield significant physiological and psychological benefits, establish foundational health habits, and promote sustainable health behaviors. Due to their nature, XR exergames can be used by users of all ages. As a result, within the document collection examined, there has been an increased interest in their use and effects on older adults. However, studies have also explored their impact on adults and, to a lesser extent, on children and youth. Emphasis has also been placed on how XR exergames can affect neurological populations and individuals with disabilities. Based on the related outcomes, it can be inferred that the use of immersive exergames can be applied across individuals' developmental stages offering positive effects on physical activity, engagement, and cognitive functioning, and promoting well-being. These immersive exergames support the use of advanced biofeedback, sensor, and monitoring systems that can personalize the experiences to meet the needs and capabilities of each individual. As studies have indicated, XR exergames can improve individuals' cognitive functions and mental health while promoting and enhancing their engagement, active involvement, and motivation. Immersive exergaming showcased great potential to promote physical activity and fitness, enhance physical performance, and encourage a healthy and active lifestyle. Among the various use cases of XR exergaming, it is mostly being applied in the context of rehabilitation, physical therapy, and clinical applications. However, there is also growing interest in their use for educational purposes and skill development. In all cases, XR exergaming promotes healthy habits and well-being. Furthermore, according to the outcomes, the integration of AR and VR into exergaming constitutes a feasible and promising way for individuals to engage in home-based and remote-based physical activities [110; 113; 200] which offer therapeutic benefits [112]. Specifically, by combining XR technologies with exergames, immersive, engaging, interactive, and data-driven experiences that dynamically adapt to individuals' state, needs, and abilities can be created [115; 117]. These experiences contain motivational aspects that motivate and promote the active involvement of individuals of all ages [112; 114; 118]. Hence, individuals of different ages, backgrounds, and skills express positive views regarding the use of immersive exergames [118]. Individuals who exercise using immersive exergames demonstrate increased motor functions, brain function, and mental flexibility compared with those who use traditional methods [110; 111; 113]. Additionally, they showcase increased gait and balance [113], enhanced positive psychological outcomes [112], reduced depressive outcomes, and improved cognition, function, and memory [111; 115]. However, it should be noted that the design of the experience, the device used [116], and the duration of the intervention can influence outcomes, as individuals who participate in higher duration interventions demonstrate more favorable outcomes [115].