Table 3.
Summary of intervention characteristics.
| Study | Intervention | Type | Platform or technology used | Game elements | Tailoring | Integration with health care |
| Tabak et al [8], 2014 | Condition Coach COPD telehealth program | Motivational cues | Wearable device, smartphone app, and web-based portal | Motivational cues and daily feedback | Exercise schemes tailored by physiotherapists | Integrated with primary and secondary care; health care professionals monitored progress |
| Mazzoleni et al [14], 2014 | Exergaming with Nintendo Wii | Exergames using Nintendo Wii Fit Plus | Nintendo Wii and Wii Balance Board | Real-time feedback and visual and auditory cues | Exercise intensity adjusted by physiotherapist | Supervised by health care professionals |
| Kotrach et al [15], 2015 | Virtual game system for home exercise | Exergames using Nintendo Wii Fit U | Nintendo Wii Fit U | 11 prevalidated games, with real-time feedback on performance | Individualized training sessions based on patient needs | Monitored by physiotherapists during in-hospital and home training |
| Hoaas et al [12], 2016 | Telerehabilitation program | Telerehabilitation via self-management and telemonitoring | Treadmill, pulse oximeter, and iPad with a web page for telemonitoring | Regular feedback and remote support | Individually tailored exercise program | Weekly videoconferencing sessions with a physiotherapist |
| LeGear et al [16], 2016 | Nintendo Wii-based exercise | Exergame using EA Sports Active on Nintendo Wii | Nintendo Wii with SenseWear Armband | Physical activities, including marching, dancing, and punching | Exercise intensity adjusted based on perceived exertion | NRa |
| Liu et al [17], 2016 | GRAILb | NR; focus on GRAIL technology and 6MWTc | GRAIL, 3D motion capture, and VRd treadmill | VR environment used to simulate walking conditions | Not personalized beyond adjusting walking pace | NR |
| Bamidis et al [18], 2017 | SmokeFreeBrain | Smoking cessation intervention using gamified apps, mini-games, and social media | Gamification app, neurofeedback, social media, mobile SMS text messaging, and pharmacological interventions | Tasks, goals, achievements (eg, “Crushing cigarettes” game, breathing control, and exercise gamification) | Interventions customized by demographic and geographic needs | Public health campaigns, electronic health records, and open data integration |
| Burkow et al [19], 2018 | Virtual group intervention for behavior change | Virtual group exercise with follow-along videos and exercise diaries | Tablet-based app | Virtual group status, rewards, and exercise diary | Self-chosen individual exercises | Peer group exercises combined with remote support |
| De Las Heras et al [20], 2018 | ARe glasses | Use of AR glasses | Laster WAVƎ AR glasses | Visual and audio guidance during exercises | Adjustable brightness, head fixation, and interface improvements | Remote communication and feedback |
| Parent et al [21], 2018 | High-intensity active video game | High-intensity exergames | Kinect motion capture (Xbox One) and Shape Up game | Repetitive exercise mini-games | Adjustments to exercise difficulty | NR |
| Rutkowski et al [22], 2019 | VR training program | Virtual rehabilitation using Kinect-based motion training | Xbox 360 Kinect system and Kinect Adventures! game | Avatar-based mini-games involving rafting, ball hitting, and roller coaster riding | VR exercises tailored for each patient | Integrated into a structured pulmonary rehabilitation program |
| Sutanto et al [23], 2019 | Videogame-assisted exercise training | Wii Fit–based exercise training | Wii Fit balance board and television system | Yoga, strength training, aerobic exercises, feedback system, and virtual trainer | Individualized program with game duration, difficulty, and scores recorded | Integrated into a hospital-based outpatient exercise program |
| Jung et al [13], 2020 | VR pulmonary rehabilitation program | VR-supported pulmonary rehabilitation | VR headset (Pico Goblin) and pulmonary rehabilitation in VR app | 3D avatars, educational modules, and immersive experience | Exercises tailored to severity level (MRCf breathlessness scale level 4 or 5) of patient with COPDg | Real-time remote monitoring of heart rate and oxygen saturation |
| Rutkowski et al [11], 2020 | VR rehabilitation for COPD | VR-based rehabilitation using Xbox Kinect and Kinect Adventures! software | Xbox 360, Kinect, and Kinect Adventures! | Mini-games involving rafting, ball hitting, dynamic balance, and coordination | Exercises adapted to patients’ abilities | Supervised by physiotherapists; heart rate monitored |
| Tu et al [24], 2020 | BreathCoach | VR-assisted biofeedback breathing training using RSA-BTh | Smartphone, smartwatch (Empatica E4), and VR viewer (Google Cardboard) | Breathing control, interactive VR environments, avatars, and real-time biofeedback | Dynamic adjustment of breathing patterns based on real-time physiological data | NR |
| Rutkowski et al [9], 2021 | Immersive VR therapy | Immersive VR therapy | VR TierOne device | Virtual therapeutic garden and metaphoric health recovery | Emotional balance recovery and mood improvement | Supervised by therapists |
| Simmich et al [25], 2021 | Wearable technology and video games | AVGsi | Wearable activity trackers, smartphones, and AVGs such as Wii and Xbox Kinect | AVGs and wearable trackers | NR | Data shared with clinicians for feedback and improved clinical care |
| Simmich et al [26], 2021 | AVG for physical activity | AVG focusing on physical activities | Smartphone app with Fitbit integration | Single-player and multiplayer modes, progress tracking, and rewards for completing exercises | Players selected difficulty levels for each exercise | Clinicians monitored progress via a web interface |
| Baxter et al [27], 2022 | Virtual respiratory therapy | Virtual incentive spirometry via smartphone app | QUT Inspire app and smartphone | Visual rewards, breath timer, and inspiration counter | Adjustable microphone sensitivity and text or video instructions | NR |
| Oberschmidt et al [28], 2022 | Exergame for COPD treatment | Exergame used as part of physiotherapy treatment | Television screen with motion-sensing camera | Audiovisual feedback during exercises and score tracking | Feedback based on exercise accuracy and adjustable difficulty levels | Integrated into routine physiotherapy treatment |
| Finkelstein et al [29], 2023 | VR app for pulmonary rehabilitation | VR educational app | Oculus Quest 2 | Interactive educational modules, MCQsj, and visual feedback | Simplified user interface with preset controls for ease of use | NR |
| Gabriel et al [30], 2023 | VR-based system for pulmonary rehabilitation | VR-based system for pulmonary rehabilitation | Oculus Quest 2 | Educational modules, MCQs, and guided exercises | Simplified interface, single-button navigation, and custom instructions | NR |
| Gabriel et al [31], 2023 | VR-based system for pulmonary rehabilitation | VR-based exercise app for pulmonary rehabilitation | VR headset and controllers | Interactive guided exercises and visual feedback | Simplified controls and visual guidance for exercises | Focused on self-management |
| Pancini et al [32], 2023 | Overcoming COPD | VR-based relaxation combined with savoring strategies | VR headset with immersive natural scenarios | Narrated virtual walks, visual and audio feedback, and positive emotion amplification | Personalized savoring exercises | Incorporated into standard pulmonary rehabilitation |
| Pardos et al [33], 2023 | Remote monitoring and gamification platform | Personalized coaching with exergames and mental health games | Smartphone app, smartwatches, and Bluetooth-enabled devices | Credit-based system, scores, rewards, and health recommendations | Customized recommendations | Integration with PHRk and third-party apps |
| Colombo et al [34], 2024 | VR endurance training | Semi-immersive VR cycling in a virtual park environment | Cycle ergometer, pulse oximeter, and wide screen projection | Visual feedback, real-time cycling metrics, and first-person navigation | Exercise intensity based on baseline conditions | Continuous supervision by physiotherapists |
| Jin et al [35], 2024 | Somatosensory interactive game | Somatosensory interactive games involving arm movements for exercise | Motion-based games: Kitchen Sharp Knife, Swimming Master, and Table Tennis Master | Real-time visual feedback and engaging tasks | Patients adjusted exercise based on comfort level | Integrated with physiotherapist-supervised pulmonary rehabilitation programs |
| Kizmaz et al [36], 2024 | VR for COPD exacerbation | VR cycling simulation in the forest combined with pulmonary rehabilitation | Oculus Quest 2 | Immersive cycling simulation in a forest environment | NR | Integrated with pulmonary rehabilitation sessions, supervised by physiotherapists |
| McAnirlin et al [10], 2024 | Nature-based VR experiences | Nature-based VR experiences | Oculus Quest 2 | Cocreated 360-degree videos of personalized, nature-based scenes | Personalized VR based on participants’ outdoor memories | NR |
aNR: not reported.
bGRAIL: Gait Real-time Analysis Interactive Lab.
c6MWT: 6-minute walk test.
dVR: virtual reality.
eAR: augmented reality.
fMRC: Medical Research Council.
gCOPD: chronic obstructive pulmonary disease.
hRSA-BT: respiratory sinus arrhythmia biofeedback-based breathing training.
iAVG: active video game.
jMCQ: multiple-choice question.
kPHR: personal health record.