# Augmented Reality and Virtual Reality in Exergaming
###### Abstract
They also offer moderate intensity physical activity in populations with neurological disabilities [24], which can positively affect their cognitive functioning [25]. Specifically, exergaming aids in rehabilitating motor skills in the context of [PERSON]'s disease as it demonstrates reduced severity of motor symptoms and improved balance [26]. Figure 1: Use frequency of the keywords over the years. It improves executive and motor abilities of children with attention deficit hyperactivity disorder (ADHD) and positively influences their psychopathology [27; 28]. Exergames also enhance cognitive and executive functions, increase motor skills, and reduce repetitive behaviors for individuals with autism spectrum disorders (ASD) [29; 30]. They can also yield benefits in terms of emotional, physical, and cognitive functions to individuals with dementia or mild cognitive impairment [31; 32]. Moreover, exergames constitute a social activity that can increase the engagement of older adults in physical activities [33], improve their health-related quality of life [34], and facilitate their rehabilitation and exercise [35]. Specifically, exergames can improve health in older adults as they can enhance older adults' physical activity, improve their subjective happiness and mental well-being, and increase their motor skills and reaction time; hence, they are mostly being used in the context of wellness, rehabilitation, and training [8; 36; 37]. Specifically, exergaming can be used as a supplementary approach that promotes physical activity and performance of balance exercises, which can increase older adults' mobility, balance function, postural control, dual-task function, cognition, and confidence and reduce their fall risk [20; 38; 39; 40; 41; 42]. Hence, it can be inferred that, although related to the duration and frequency of the interventions, exergames enhance balance dysfunction and executive function of older adults and are safe in neurological conditions [43; 44]. In addition to the benefits exergames bring to adults and elders, they can also yield physical and cognitive health benefits for children and adolescents while simultaneously promoting healthier lifestyles through the active engagement in meaningful physical activities [2; 45; 46]. As a result, and due to their physical and psychological effects, exergaming can also be used in educational settings to positively affect students' flow, academic performance, and basic psychological needs [47]. Through their strong motivational aspects, exergames increase students' physical activity intensity and captivate their interest more in comparison to traditional fitness [48; 49]. Particular emphasis is being placed on their use in physical education curriculum to enable students to develop, adapt, and monitor a fitness plan and to build healthy habits to engage in lifelong exercise [50]. Therefore, exergaming is a promising addition to promote health and physical exercise, which can also lead to increasing physical activity levels and cardiometabolic health and to preventing or reducing childhood obesity [51; 52; 53]. Among the various subjects, emphasis is being placed on their use in physical education, as they can enhance students' physical health and also affect their visual-spatial skills, attention, self-esteem, motivation, and social interaction [54] by supporting data-driven initiatives, measurements, adaptations, and decision-making [55]. However, to fully reap the benefits of exergames and to create effective and safe therapeutic exergames, it is important to adopt suitable and robust design approaches when creating exergames and exergame-based interventions, provide follow-up support, include written and video instructions, and opt for age-appropriate challenges [18; 56; 57; 58]. The competitive aspects associated with the use of exergames should also be carefully considered, as they might influence individuals' state and performance [59].