Exploring Factors Related to Adoption of Exergaming among Young Adults in Indian Context

Authors

Sharad Shetty

Department of Industrial Design, Karnavati University, Gujarat. (India)

Dr Prakash Arumugam

Professor, Karnavati University, Gujarat. (India)

Article Information

DOI: 10.51244/IJRSI.2026.1310000013

Subject Category: Public Health

Volume/Issue: 13/10 | Page No: 174-181

Publication Timeline

Submitted: 2026-10-07

Accepted: 2026-10-12

Published: 2026-10-29

Abstract

A sedentary lifestyle among many individuals has raised a lot of concern as it has led to serious health issues like heart attacks at an early age. Lack of regular exercise in their daily routine has resulted in people struggling with obesity, hypertension, and social health risks. Exergaming is a technology-induced exercise program that focuses on improving physical strength and well-being among a diverse age group. But in spite of exergaming providing many health benefits, the adoption rate among various age groups was very low. Therefore, this study investigates the factors influencing the adoption of exergaming among young adults in the Indian context. The study employed a mixed-methods approach using questionnaires to explore user perspectives on existing exergames, motivational factors, and sociocultural influences. A total of 30 aged 18–23 years were included in the study. Aspects like health safety, accessibility, cost, cultural relevance, space for exergaming and its technical challenge were highlighted. The key findings reveal factors like cost and accessibility play a major factor in adoption of exergaming among young adults. Additionally cultural factors in Indian setting and flexibility towards technology were found to play a decisive role in exergaming adoption. This study highlights the importance of considering variables such as affordability of exergaming equipment in promoting exergaming among the diverse Indian population.

Keywords

Exergaming, Social Impact, Indian Context, User experience

Downloads

References

1. Shannawaz M, Arokiasamy P. Overweight/Obesity: An Emerging Epidemic in India. J Clin Diagn Res. 2018. https://doi.org/10.7860/JCDR/2018/37014.12201. [Google Scholar] [Crossref]

2. Jana A, Chattopadhyay A. Prevalence and potential determinants of chronic disease among elderly in India: Rural-urban perspectives. PLoS One. 2022;17(3). [Google Scholar] [Crossref]

3. https://doi.org/10.1371/journal.pone.0264937. [Google Scholar] [Crossref]

4. Caspersen CJ, Powell KE, Christenson GM. Physical activity, exercise, and physical fitness: definitions and distinctions for health-related research. Public Health Rep. 1985;100(2):126-131. [Google Scholar] [Crossref]

5. Verma AK, Singh G, Patwardhan K. Patterns of physical activity among the students of an Indian university and their perceptions about the curricular content concerned with health. medRxiv. 2021. https://doi.org/10.1101/2021.06.10.21258728. [Google Scholar] [Crossref]

6. O'Loughlin E. Contribution of Exergaming Behaviour to Physical Activity: Toward Better Understanding the Role of Motivation. 2019. [Google Scholar] [Crossref]

7. Fox KR. The influence of physical activity on mental well-being. Public Health Nutr. 1999;2(3A):411-8. https://doi.org/10.1017/s1368980099000567. PMID: 10610081. [Google Scholar] [Crossref]

8. Baskaran C. “Exergames”: exuberant or just exaggeration? (response to Semina Nani et al. Can 10 weeks intervention with exergames contribute to better subjective vitality and physical health?). Sport Sci Health. 2019. https://doi.org/10.1007/S11332-019-00530-8. [Google Scholar] [Crossref]

9. Kamal A. Exergaming – New Age Gaming for Health, Rehabilitation and Education. 2011. https://doi.org/10.1007/978-3-642-17881-8_40. [Google Scholar] [Crossref]

10. Kooiman BJ, Sheehan DP. Intergenerational Remote Exergaming with Family and Friends for Health and Leisure. J Intergener Relat. 2014. https://doi.org/10.1080/15350770.2014.962442. [Google Scholar] [Crossref]

11. Mellecker RR, Coshott R. Perspectives on Exergaming. 2010. [Google Scholar] [Crossref]

12. Baranowski T. Games for Increasing Physical Activity: Mechanisms for Change. Games Health J. 2015. https://doi.org/10.1089/G4H.2014.0128. [Google Scholar] [Crossref]

13. O'Loughlin EK, Sabiston CM, O'Rourke R, Bélanger M, Sylvestre MP, O'Loughlin J. Exergaming Among Young Adults in Canada: Longitudinal Study. JMIR Serious Games. 2023. [Google Scholar] [Crossref]

14. https://doi.org/10.2196/41553. [Google Scholar] [Crossref]

15. Crane BM, Drazich B, Taylor JL, Moored KD, Ahmad OB, Krakauer JW, Carlson MC. Including feedback from older adults with varying health conditions to inform exergame designs. Innov Aging. 2022. https://doi.org/10.1093/geroni/igac059.1037. [Google Scholar] [Crossref]

16. Anonymous. Exergaming and exerdancing enhance the well-being of older adults. 2022. [Google Scholar] [Crossref]

17. https://doi.org/10.37393/icass2022/59. [Google Scholar] [Crossref]

18. Anonymous. Design of Exergaming for Children and Adolescents. Adv Hum Soc Asp Technol. 2023. https://doi.org/10.4018/978-1-6684-6320-8.ch006. [Google Scholar] [Crossref]

19. Anonymous. A Review of Gamification Related to Mental Health Treatment. 2022. [Google Scholar] [Crossref]

20. https://doi.org/10.1109/iconeei55709.2022.9972282. [Google Scholar] [Crossref]

21. Arihta C, Fujiono D, Moniaga JV, Rianto ID. A Review of Gamification Related to Mental Health Treatment. 2022. https://doi.org/10.1109/IConEEI55709.2022.9972282. [Google Scholar] [Crossref]

22. Fernandes CS, Magalhães B, Lima AMN, Nóbrega P, Silva M, Santos C. Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis. Games Health J. 2022. https://doi.org/10.1089/g4h.2021.0229. [Google Scholar] [Crossref]

Metrics

Views & Downloads

Similar Articles