Active Video Game Interventions for Physical Activity Promotion

Summary

Active video game interventions, commonly known as exergaming, harness interactive digital platforms to encourage bodily movement as part of gameplay. This field bridges traditional exercise science and digital entertainment, offering novel methods to counter sedentary lifestyles across age groups. Interventions range from console-based dance and fitness titles to mixed reality ecosystems that integrate physical spaces with virtual avatars. Evidence highlights improvements in energy expenditure, moderate-to-vigorous physical activity and psychological engagement, with particular promise in paediatric and adolescent populations. Tailored feedback, goal setting and social support features have emerged as key design elements driving sustained participation. Despite encouraging short-term gains, challenges remain in maintaining long-term adherence, ensuring equitable access and aligning game intensity with public health guidelines. Global relevance is underscored by scalable home-based and school-based models, while precision health approaches aim to adapt content to individual fitness profiles. Advancements in sensor technologies, narrative immersion and data analytics are poised to refine intervention efficacy and reach, positioning active video games as a practical adjunct to conventional physical activity promotion strategies.

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Active Video Game Interventions for Physical Activity Promotion publication trend

The graph below shows the total number of articles in active video game interventions for physical activity promotion across all publications each year (not limited to Nature Index journals).

Technical terms

Exergaming: Interactive video games requiring bodily movement to control gameplay, often used to promote physical activity.

Mixed reality: A spectrum of experiences blending physical and virtual environments, enabling real-time interaction with digital avatars or objects.

Moderate-to-vigorous physical activity (MVPA): Activity intensity classified by energy expenditure and heart rate, typically involving sustained movement that elevates heart rate and breathing.

Narrative elements: Storytelling components integrated into game design to enhance immersion, motivation and emotional engagement during play.

Randomised controlled trial (RCT): An experimental study design assigning participants at random to intervention or control groups to evaluate efficacy.

Systematic review and meta-analysis: Research methods that summarise and quantitatively combine outcomes from multiple studies to assess overall intervention effects.

References

  1. Virtual fitness buddy ecosystem: a mixed reality precision health physical activity intervention for children. npj Digital Medicine (2024).
  2. The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games. Virtual Reality (2023).
  3. Impact of Serious Games on Body Composition, Physical Activity, and Dietary Change in Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled Trials. Nutrients (2024).

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