Exercise video games increased physical activity in pooled trials
A review of randomized trials found gains in overall activity, more intense activity and step counts, while lasting effects remain uncertain.
Based on the published abstract. The full paper may contain additional methods, results and limitations.
The 30-second takeaway
Interventions combining exercise video games with behavior-change techniques increased overall physical activity in the pooled analysis. Moderate-to-vigorous activity and step counts also improved. The findings concern varied clinical populations and intervention packages; they do not establish that a particular console works best or that activity gains persist after the programs end.
The abstract does not describe control conditions or intervention lengths. It reports no results for several assessed outcomes, including sedentary time and BMI, and calls for research on longer-term effects.
What researchers found
Overall physical activity
Pooled standardized mean difference favoring exergame-based interventions; comparator details and assessment timeframes are not reported. The estimate does not represent minutes of activity or a percentage increase.
The intervention included more than a game
Programs commonly used planning, goal setting, self-monitoring and instructions alongside the games. Because these were combined interventions, the overall result does not isolate how much of the activity change came from gaming itself.
Subgroups leave open questions
Results differed across features such as console, individual versus group participation, implementer and measurement method. The abstract does not provide subgroup estimates or directions, so these comparisons cannot support choosing a specific device or delivery format.
The original publication
Exergame-Based Behavior Change Interventions for Promoting Physical Activity: Systematic Review and Meta-Analysis of Randomized Controlled Studies.
Li SJ, Ma HM, Zhu LQ et al.
J Med Internet Res · 2025
- PubMed ID
- 40779747
- Record checked
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