# Augmented Reality and Virtual Reality in Exergaming
###### Abstract  
This study presents a systematic review regarding the use of augmented reality and virtual reality in exergaming by analyzing studies published during 2010-2025. This study focuses on providing an overview of the field and on examining and synthesizing the findings of related studies to identify the contexts, applications, and domains in which extended reality exergames are being used and the related implications, benefits, and challenges. Based on the results, augmented reality and virtual reality exergames offer immersive, enjoyable, engaging, and personalized experiences that support physical, cognitive, and emotional well-being, while enhancing physical performance, cognitive functioning, psychological outcomes, and mental health. They promote motivation, active lifestyles, and sustainable health behaviors across diverse populations, including older adults, individuals with disabilities, and neurological groups, as well as the general adult and youth populations. Although emphasis is placed on their use in physical and cognitive rehabilitation and treatment, they also show great potential to be effectively used in different domains, including education. Among the technologies examined, the significant majority of studies focused on virtual reality exergames, a limited number of studies involved augmented reality, and only a few studies examined mixed reality, extended reality, and the metaverse. Finally, nine main topics were identified through topic modeling, providing a clear representation of the core themes within the literature. e 5 July 2025  
22 July 2025  
23 July 2025  
**Citation:** [PERSON]; [PERSON]; [PERSON]. Augmented Reality and Virtual Reality in Exergaming. _Future Internet_**2025, 17**, 322[[https://doi.org/10.3390/32](https://doi.org/10.3390/32)]([https://doi.org/10.3390/32](https://doi.org/10.3390/32)). [[https://doi.org/10.3390/32](https://doi.org/10.3390/32)]([https://doi.org/10.3390/32](https://doi.org/10.3390/32)). Additionally, exergames use gamification elements and promote meaningful play and as such, they are characterized by high levels of engagement and motivation, which influence psychological effects, including flow, enjoyment, and immersion [3; 4; 5]. Exergames also have emotional implications as they can significantly affect individuals \"happiness, anxiety, depressive symptoms, mental health-related quality of life, self-worth, self-esteem, self-efficacy, perceived behavioral control, vigor, vitality, intrinsic motivation, perceived energy, and relaxation\" [6]. In the context of exergaming, individuals can independently engage in unique exercise activities within safe environments that promote health and well-being through the use of interactive devices, such as Wii fit, Kinect sensor, etc. [7; 8; 9]. These devices can enhance physical function, improve quality of life and cognition, and reduce depression and anxiety, particularly in older adults [10; 11; 12]. Exergaming can bring about positive social effects, including attitudinal, behavioral, and emotional outcomes, and improved social well-being in older adults by increasing social connections, reducing loneliness, and improving positive attitudes toward others [13]. Additionally, they can significantly improve individuals' anthropometric measures, increase cognitive performance, enhance mental health-related quality of life, and reduce depressive symptoms [14; 15]. Hence, participants express positive attitudes regarding the use of exergames, highly value the social interactions they offer, and consider them useful, enjoyable, and acceptable to increase their physical activity [9; 16; 17; 18]. Furthermore, exergames support the training and motivation for sustainable physical activity, offer user-specific feedback and training programs, and provide personalized and playful exercises and activities for individuals of all ages [19; 20]. Exergames promote light to moderate intensity physical activity [21; 22] and improve access to physical activity for individuals with physical disabilities [23].