The futuristic model for physical activity and exercise: active video games


PHYSICAL ACTIVITY REVIEW, vol.6, pp.45-53, 2018 (ESCI) identifier identifier

  • Publication Type: Article / Review
  • Volume: 6
  • Publication Date: 2018
  • Doi Number: 10.16926/par.2018.06.07
  • Journal Indexes: Emerging Sources Citation Index (ESCI), Scopus
  • Page Numbers: pp.45-53
  • Keywords: active video games, exer-game, physical activity, energy expenditure, heart rate, INSULIN-RESISTANCE, XBOX 360, COST, PREVALENCE, INACTIVITY, ENJOYMENT, CHILDREN, OBESITY, PEOPLE, ADULTS
  • Anadolu University Affiliated: Yes


Physical inactivity is one of the main causes of noncommunicable diseases worldwide. In addition, obesity worldwide is increasing day by day due to insufficient energy expenditure, which is the result of physical inactivity. This review aimed to examine the physiological effects of active video games (AVGs) systems and tried to define whether the AVGs could be suggested as an alternative exercise model considering the American College of Sports Medicine (ACSM) criteria. This review was based on the physiological responses of the different AVGs that were discussed in previous studies. It was revealed that AVGs significantly increased the energy expenditure and metabolic equivalent according to resting state. The majority of AVGs were found to achieve physical activity levels of moderate intensity which meet ACSM criteria for health and fitness (3-6 MET). Especially, AVGs can be considered as an alternative exercise model that is integrated with fun and technology in everyday use of individuals, reducing obesity prevalence and improving physical activity level with the ever-evolving modern and sophisticated AVGs systems. AVGs can actually be considered among the exercise models for the future, with the increasing use of active video game systems around the world.