The goal of this observational, non-interventional study is to explore how different exergame devices are perceived by young adults in terms of enjoyment and awareness of their potential use for physical activity and health improvement. Participants are exposed to several commercially available exergame systems in a standardized laboratory setting, with no intention to modify their health, fitness, or behavior. The main questions it aims to answer are: * Do different exergame devices provide different levels of enjoyment (as measured by the Exergame Enjoyment Questionnaire)? * How do young adults perceive the usefulness of various exergames for supporting physical activity and health? Participants will: * Complete a brief questionnaire on physical activity habits. * Take part in short (about 10 minutes each) exposure sessions using different exergame devices (VR, Wii Fit, Dance platform, Ring Fit) - approximately 50 minutes in total per participant. * Be randomly assigned to complete post-exposure questionnaires referring to one randomly selected device only. No interventions are applied and no pre-post measurements are collected; the study is purely observational, focusing on subjective user experience rather than behavioral or physiological change.
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Enjoyment during exergame play
Timeframe: EEG was assessed immeditely afterwards exergaming session