## 4 Discussion  
This trial suggests that extended exergaming sessions (28 min) are similarly well-tolerated compared to shorter sessions (13 min) for older adults in a nursing home setting. Both session lengths appeared capable of reaching moderate intensity levels and were generally well received by participants. The study also found a moderate relationship between perceived exertion and enjoyment, indicating that participants' exertion levels might influence their enjoyment of the activity. No significant differences were observed in heart rate, perceived exertion, enjoyment scores, or adverse effects between the two exercise durations. This study aimed to observe the response of the outcomes HR and RPE while the participants were performing physical activity through video games. Both outcomes progressively increased as the training session advanced, allowing for an observation of the participants' training intensity. The average workout of both groups was moderate in intensity, taking into account the RPE of the participants which exceeded the 10.8 points established for moderate intensity [11, 31]. Exercising at this range of intensities has been shown to have positive effects on different functional and physical outcomes in adults, especially those who are less active [32, 33]. Studies have shown that video games can foster enjoyment and satisfaction among older adult participants [4, 34]. However, the connection between this enjoyment and the perceived exertion during exercise (RPE) is less clear. [PERSON]'s research findings align with ours in showing that as the intensity of physical activity increases, older adults tend to report lower positive affective responses meaning they feel less enjoyment or satisfaction as they exert more [35]. Contrarily, studies by [PERSON] and [PERSON] found that higher-intensity levels achieved through video games led to greater enjoyment and satisfaction, but these studies focused on younger participants and did not examine the link between intensity and perceived exertion in detail [36, 37]. To explain these varied findings, theories like [PERSON] dual-mode model and attentional models, such as [PERSON]'s social-cognitive model of attention and [PERSON]'s parallel processing model, offer valuable insights. While these theories differ, they all suggest that as exercise intensity rises and disrupts physiological homeostasis, the body's physical response can overpower one's cognitive or attentional focus. In other words, when intensity reaches a threshold that the body perceives as strenuous, it becomes harder to concentrate on positive distractions, resulting in less enjoyment. If the intensity remains below this threshold however, individuals are able to maintain a positive outlook and avoid focusing on the sensation of exertion, which leads to an increased sense of enjoyment [38, 39, 40]. Previous research has indicated that enjoyment levels--whether low or high--can significantly impact a person's willingness to adhere to an exercise routine. Low enjoyment acts as a barrier, discouraging consistent participation, while high enjoyment serves as a facilitator, encouraging regular engagement. Thus, implementing interventions that successfully promote enjoyment, such as those involving video games could play a critical role in supporting adherence to healthier lifestyle habits over the long term [20, 21]. The total training time showed a weak to moderate correlation with the occurrence of adverse effects. While training duration serves as one measure of the external training load, a stronger correlation appears when assessing the internal training load through perceived exertion (RPE). Since training times varied between groups, the primary factor influencing overreaching symptoms was not the duration alone but rather the intensity of exercise performed within that duration.