Abstract
Objective
Intervention research using digital games to promote physical activity has proliferated. Yet few studies have attempted to systematically catalog features that characterize this research. To address this gap, we undertook a systematic review and content analysis of active video game interventions, examining only published longitudinal interventions that prominently featured active video game technology (≥50% of the intervention).
Methods
Our protocol was registered in the International Prospective Register of Systematic Reviews (CRD42020204191). For inclusion, an active video game intervention had to require gross movement beyond finger movement, and target improvement, maintenance, or recovery of health. The intervention design had to include at least two conditions, within- or between-subjects, with ≥10 participants per condition to examine the chronic effects of active video game exposure.
Results
The search resulted in 232 studies published in English between 1996 and 2020. The majority of active video game interventions (69.8%) targeted physical fitness (physiological functioning as a consequence of physical activity), followed by cognitive performance (11.3%), physical activity (5.5%), or a mixture of those outcomes (13.4%). Total enrollment across all studies was 14,849 participants (
Conclusions
Suggested directions for improving future active video game development and intervention research include greater consideration of promising features (social connectedness, novelty, narrative, rhythmic movement to music) and new models for productive collaboration between industry and academia.
Keywords
The diverse category of games collectively referred to as “active video games” (AVGs) represents an evolving term of art, now widely used in multiple academic research literatures, in popular media, in the game industry, and with increasing frequency. These are electronic games that allow players to interact physically (using sensor-detected arm, leg, or whole-body movement) with images on a screen (head-mounted displays and/or an external screen; synchronously and/or asynchronously) while performing a variety of physical activities, including a variety of simulated sports (e.g., football, tennis, martial arts) and other activities (e.g., recreational dancing). However, many individuals still speak and write about AVGs in a relatively limited way, using narrow definitions. This project aims to provide an updated understanding of the full breadth that characterizes AVGs and interventions that employ them today, mainly to help facilitate critical dialogue and inform the development of future AVGs and AVG interventions to improve public health and well-being. We approached this challenge by reviewing the historical context from which AVGs emerged, and through a descriptive research method called
A brief history of games, games for health, and AVGs
Tekinbas, Salen, and Zimmerman 1 define a game as “a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome” (p. 80). Intersecting with this definition is the concept of intrinsic motivation, a form of motivation associated with psychological need satisfaction and positive emotions. 2 Although games can provoke a wide range of emotions with both positive and negative valences, the vast majority of games are designed to promote positive emotions, especially interest and enjoyment.
Past systematic reviews of AVG intervention research
Over the past decade, a number of outcome-focused systematic reviews and meta-analyses related to AVG research have been published covering a wide spectrum of target populations and health conditions. For example, outcome-focused systematic reviews have focused on children targeting weight loss,8–10 adults targeting energy expenditure, 11 children with neuromotor dysfunction,12,13 adults with neuromotor dysfunction, 14 older adults targeting physical performance, 15 and older adults targeting rehabilitative outcomes. 16 In terms of audience or target population, past systematic reviews of AVGs have often focused on a limited age range, most often children or young adults, followed by elderly adults, followed by middle-aged adults. A 2022 protocol for an AVG review by Hoffmann and Wiemeyer pointed out that “most studies focus on specific training effects or specific target groups” and that “a comprehensive summary of … effects with exergames in healthy adults is still missing.” Primary outcomes of interest in past systematic reviews of AVGs include physical activity, weight loss, motor skills, rehabilitation, and physical education. 17
Importantly, the focus of these past systematic reviews has been AVG interventions’ efficacy and/or effectiveness. Specifically, many meta-analyses of AVG interventions have assessed AVGs based on changing targeted health outcomes, either within relatively tightly controlled research settings (efficacy) or, once disseminated on a large scale, in less tightly controlled field settings (effectiveness). These are important questions, as evidenced by the volume of past publications investigating them, but they are not the focal questions of the present research. Our current study fills a significant gap in the AVG systematic review literature by undertaking a
Systematic content analysis of AVG intervention research
As the number of studies on AVGs has grown exponentially over the last three decades, regularly updated descriptive analysis studies can help inform our understanding of important thematic characteristics, identifying game and study design patterns, including over- and underrepresented features. To date, this kind of descriptive analysis of the AVG research literature has been rather limited, since most of the systematic review or meta-analysis studies have been relatively narrowly focused on specific health outcomes or subpopulation.
Filling these gaps and providing a full spectrum snapshot of the field will help a wide range of AVG stakeholders, including industry and academic AVG designers, researchers, and funders. Specifically, AVG designers may find it useful to know that AVGs designed for one population are frequently being used in interventions targeting different subpopulations; researchers and funders may benefit from greater awareness of which types of AVG interventions have been more or less studied, and how are these AVG interventions deployed, when setting research priorities and funding strategies as well as finetuning intervention strategies.
Methods
To address these gaps, we undertook a comprehensive systematic review and content analysis of AVG interventions, examining published interventions that prominently featured AVG technology (at least 50% of an intervention needs to involve one or more AVGs). To assemble a broad scope of AVG research interventions, we undertook an extensive process to identify as many eligible studies as possible. After consulting with experts in the field of G4H and AVG research, we decided to use multiple existing international academic databases of games for health research publications instead of simply soliciting game entries from health game databases given the lack of overlap between the two
18
and the lack of peer-review for quality control. This review was performed in accordance with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines.
19
The protocol of this review was registered in the International Prospective Register of Systematic Reviews (PROSPERO:
Inclusion and exclusion criteria
For inclusion, the studies must have appeared in peer-reviewed English language journal articles or full-length conference papers, as these are the dominant outlets for sharing findings from rigorously conducted AVG intervention research. The AVGs involved must have been interactive, powered by electricity, and require gross motor movement beyond mere finger movement with the goal to improve, maintain, or regain health. The intervention design must have included at least two conditions, within- or between-subjects, with ≥10 participants per condition to examine the chronic effects of AVG exposure instead of a one-time exposure. Studies that included one group pre-test post-test or one group post-test-only design were excluded, as were synthesis studies (e.g. past systematic reviews, meta-analyses). Synthesis studies were used only to help identify individual studies.
Primary outcomes
The three primary outcomes considered were physical activity, physical fitness, and cognitive performance. Physical activity refers to all bodily movement produced by contracting skeletal muscles that substantially increases energy expenditure, and can be represented by direct assessments of physical movement (e.g. using one or more accelerometers, GPS technology, or validated questionnaires). 20 Physical fitness is defined as a set of attributes that people possess or achieve that relates to the ability to perform physical activity and is comprised of skill-related, health-related, and physiological components, including cardiorespiratory (e.g. resting heart rate, VO2 max) and muscular fitness (e.g. muscular strength, power, balance, flexibility, mobility). 20 It can be understood as a consequence of physical activity. Cognitive performance includes performance on a myriad set of tasks to measure selective aspects of cognition including, but not limited to, perception, attention, memory, reasoning and problem solving, and executive function. 21
Search strategy
Between March 2020 and December 2020, we searched electronic databases including PubMed, EBSCO (PsycINFO, Sport Discus, MEDLINE), Web of Science, and Google Scholar for relevant studies. The search process was divided into two phases. In Phase I, we first searched for all synthesis articles (review, narrative review, systematic review, meta-analysis, and synthesis of any previously mentioned article type) published by 30 April 2020 in Google Scholar and PubMed databases. Remarkably, a search for synthesis articles, including

Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) flow diagram.
Results
The total number of unique individual studies included was 232. Six of these studies included multiple AVG conditions, i.e. comparing exposure to two AVGs or sets of AVGs; often a single experimental group was given multiple (up to 12) AVGs to choose from. Thus, when reporting descriptions of game characteristics, the sample size increased from 232 (studies) to 238 (games or sets of games).
Samples, settings, and subpopulations
The interventions were internationally distributed, and the top five nations represented were the US (16.0%), Taiwan (10.1%), South Korea (8.4%), Turkey (7.1%), and Brazil (6.3%), The total enrollment across all 232 intervention studies was 14,849 (
Primary outcomes
Primary outcomes for each study were coded as one of the four categories: physical activity, physical fitness, cognitive performance, and mixed (more than one of the three outcomes). The majority of published AVG interventions targeted physical fitness (69.8%), followed by cognitive performance (11.3%), physical activity (5.5%), or a mixture of those outcomes (13.4%).
AVG intervention characteristics
The duration and frequency of AVG intervention exposure in different trials varied considerably, from 8.6 to 100 min/session, and from 1 to 10 sessions/week. The total mean ideal vs. actual session time (min/session), and frequency (sessions/week) were similar: 38.81 vs. 38.75 min/session and 3.18 vs. 3.16 sessions/week, respectively. Weeks of exposure ranged from 1 to 52 (
We then carried an additional analysis among studies of different primary outcomes. More specifically, in terms of intervention session duration, studies that focused on a mixture of the outcomes (
AVG characteristics
In terms of AVG platforms, 13.4% were PC-based games and the remaining 86.6% required a dedicated gaming console. Among consoles, Nintendo Wii or Wii U was by far the most popular line of consoles (44.5%), followed by the Microsoft Xbox Kinect (18.9%), and Sony PlayStation (3.8%). Another 8.0% required integrated AVG-specific equipment (e.g. an exercise bike or step-detecting floor mat), and just one study (<1%) used a mobile smartphone platform (
A large majority of AVGs involved in published intervention research (72.0%) were developed by private companies for the commercial market. Only 13.3% were funded by government or foundation grants specifically for research and development, and the remaining 14.7% of studies did not report sufficient information to allow us to determine the source of funding for AVG development. There were no significant differences in terms of AVG platform usage or funding support across studies of four primary outcomes (
In total, 93.6% of AVGs did not require an Internet connection during gameplay. Only 2 (0.9%) did, and for 5.2% it was not clearly reported. AVGs were also coded for the presence of narrative. Surprisingly, less than 1% of AVGs (1 of 238) included this feature. By contrast, we observed that 10.5% of AVG conditions included rhythmic movement to music as a central game feature (5.0% of AVG conditions included several AVGs with at least one AVG with this feature as an option; 5.5% of AVG conditions included only AVGs with rhythmic movement to music as a central game feature).
Study quality
As mentioned previously, the overall study quality GRADE was calculated by averaging the scores for seven components of study quality on a −1 to +1 scale (−1 = low quality or high risk of bias; +1 = high quality or low risk of bias). The distribution of GRADE scores on all seven components is summarized in Figure 2. Overall, the mean total GRADE score tended to be relatively low, −0.38 (Range: −1.0 to +0.43; SD = −0.31). In terms of the studies of four primary outcomes, significant differences were found among their GRADE scores (

Frequency of grading of recommendations assessment, development, and evaluation (GRADE) research quality assessment scores.
The mean total GRADE score was then correlated with the year of publication and other study descriptors such as the continent where the study was conducted, participant age, and idealized and actual intervention duration. The total GRADE score was negatively correlated with studies mean participant age (
Discussion
We attempt to synthesize patterns of content, identify key themes, and consider why the field of AVG intervention research may have evolved as it has to this point. Finally, we offer some recommended directions for future AVG development and intervention research.
Setting, targeted subpopulations and outcomes
Through this systematic review and content analysis, we have identified several characteristics of AVGs and study designs that were highly represented (i.e. characteristics of ≥60% of AVGs or AVG intervention studies). In particular, the majority of AVG intervention studies were field studies (63.9%), targeting physical fitness (69.8%), and targeting participants with underlying medical conditions (69.8%). The high prevalence of these three features in AVG intervention research may be interrelated. First, subpopulations with medical conditions are frequently prioritized in public health research
23
; reasons for this include higher experienced distress, more costly healthcare, and thus larger potential return-on-investment. Given that researchers are more likely to study the influence of AVGs on subpopulations with medical conditions, field studies targeting more clinically relevant primary outcomes (e.g. physical fitness, which includes the clinically relevant consequences of physical activity) are likely prioritized. It's also noteworthy that we included “virtual reality
Interestingly, the average age of study samples was relatively high (
Duration and frequency of AVG exposure
One frequent criticism of AVGs concerns questions about potentially limited duration and frequency of AVG exposure. Specifically, while lab studies involving brief exposure to AVGs during a single session may help address some basic research questions, these studies offer limited insight into important applied questions, especially those concerning maintenance of PA as a determinant of potential public health impact. To help address this concern, our systematic review and content analysis screened out studies with fewer than two sessions of AVG exposure and only looked at chronic intervention effects. As a result, our sample of intervention studies involved relatively long-term engagement: average 38.75 min/session, for 3.16 sessions/week, and for 9.37 weeks, for a total of 20.30 h of actual AVG exposure. This shows that AVGs are capable of sustaining relatively long-term engagement during a longitudinal intervention. However, less is known about the long-term maintenance of AVG engagement or PA behaviors post-intervention; few studies assess or report those outcomes. Additional analysis of studies focusing on different primary outcomes indicated that physical fitness studies tended to have shorter session duration than mixed outcome studies and tended to monitor engagement for fewer weeks than studies targeting PA. While exploring the reasons for those differences is beyond the scope of this project, this may warrant future exploration. Additionally, more research is needed to address follow-up questions concerning what types of AVGs, and which AVG design features, are associated with longer user engagement and PA maintenance.
Researchers have proposed general models guiding intervention design that delineate different psychological mechanisms driving initiation versus maintenance of health behavior change.24–26 For example, Rothman et al.’s 24 model proposes four distinct phases in the behavior change process and identifies different determinants driving shifts from one phase to the next (from initiation to maintenance). AVG designers and researchers interested in promoting long-term engagement with AVGs and PA can find inspiration from this and other multiphase models of health behavior change, intervention design, and implementation (e.g. intervention mapping).
Based on our review of AVG interventions and the success of commercial AVGs, several factors that may help drive longer engagement are (a) support for social connectedness in the context of enduring interpersonal relationships, (b) regular updates that evoke persistent novelty experiences, (c) incorporation of narrative, and (d) incorporation of music and rhythmic movement. Each of these factors have been associated with sustaining intrinsic motivation, one mechanism for supporting long-term engagement, in other contexts: social connectedness, 27 novelty,28,29 narrative, 30 and rhythmic movement to music. 31 Their potential for sustaining intrinsic motivation and long-term engagement with AVGs, however, are speculative hypotheses that we believe warrant future investigation.
Narrative
Narratives, or stories, typically consist of characters and plot. Narratives have a strong potential for behavior change through mechanisms such as narrative transportation, engagement, character identification, suspension of disbelief, and reduction of counterarguments. 32 Narratives have been identified as a crucial layer of player motivation and gaming experience. 33 Although narratives were previously found in around one in five of all G4H, 18 only one of the 238 AVGs included in our content analysis had an identifiable narrative. This was surprising given that narratives, when added to existing AVGs, have been found to induce significantly more physical activity behaviors across different age groups and game platforms.30,34–36
Rhythmic movement to music
Our content analysis revealed that 10.5% of AVG interventions include integration of rhythmic movement to music as a feature of game play. We also noted the popularity of this feature in many commercially successful AVGs, especially immersive AVGs (e.g.
AVG platforms and funding
Our project revealed a noteworthy discrepancy between the target populations prioritized by designers of AVGs used in AVG intervention studies versus the subpopulations frequently targeted by behavioral health interventions. Specifically, AVG intervention research has tended to focus on subpopulations with specific medical conditions, 17 but the AVG platforms and games used in those interventions tend to be designed primarily as entertainment devices for the general population. Two AVG platforms designed for the general population, the Nintendo Wii or Wii U (44.5%) and Microsoft Xbox Kinect (18.9%), supported 63.4% of the platforms used in the AVG intervention studies we reviewed. Similarly, the development of the AVGs themselves was overwhelmingly funded by the for-profit entertainment gaming industry rather than non-profit government or foundation sources (72.0% vs. 13.3%, respectively). Although using AVGs originally designed for entertaining the general population in more targeted health interventions can help researchers reduce the cost of intervention development, this approach could also inhibit the clinical effectiveness of AVG interventions targeting medical subpopulations. Better design practices would include user-centered, participatory research that involves members of medical subpopulations from the earliest stages of AVG design planning.26,39–41 Furthermore, although all the major AVG platforms are open to third-party game developers, the AVGs themselves tend to be relatively closed, lacking options for modifications and customizability that would allow researchers to tailor AVGs according to the needs of targeted clinical populations.
Given that behavioral health researchers are already embracing the use of commercial AVGs, we believe new models for enhanced industry-academia collaboration could improve future AVG intervention research. As mentioned above, collaborations between industry and academia that begin as early in the AVG design process as possible are likely to produce a larger public health impact, as evidenced by related work demonstrating the advantages of user centered and community-based participatory design. 42 How can earlier-stage industry-academia collaborations on AVG design be encouraged? Below we outline three themes for AVG stakeholders' consideration: navigating profit vs. non-profit motives, making AVGs that are customizable and modifiable, and establishing models for ethical AVG data sharing.
More AVG intervention research targeting the general population
Although health researchers often prioritize subpopulations with medical conditions to maximize intervention effect size, public health impact is understood as a product of both an intervention's effect size and scalability. In other words, a smaller benefit experienced by tens of millions of people may have a larger public health impact than a larger benefit experienced by thousands of people. With this in mind, it is noteworthy that relatively few AVG intervention studies (30.2%) recruited samples from the general (healthy) population. Given that for-profit companies currently dominate AVG development, and tend to design AVGs for the general population, researchers may consider the value of running more rigorous intervention studies that assess the potential benefits of AVGs for the general population (e.g. see Baranowski and Lyons 50 ) to help assess and maximize their preventive, rather than treatment, potential.
Future systematic content analyses and umbrella reviews
To the best of our knowledge, the present research is the first comprehensive systematic review and content analysis of AVG intervention studies. It offered insights into underexplored topics for future AVG intervention research, as well as suggestions for more successful collaborations between AVG stakeholders. However, it is worth mentioning that the current project was limited to AVGs studied chronically (≥2 sessions) using rigorous intervention designs (experimental designs with ≥2 conditions). Systematic content analyses of AVG studies using alternative study designs (e.g. one-time exposure study, cross-sectional surveys, and focus groups) would add value by providing a more comprehensive picture of the field. Despite our focus on studies that used relatively rigorous experimental intervention designs, we found that the average study quality based on the GRADE rating scale was still relatively low, especially studies focusing on physical fitness outcomes, which had a much lower GRADE score than studies focusing on mixed outcomes. Thus, we encourage researchers designing and developing future AVG interventions to review the seven GRADE rating scale components and strive for higher quality and study rigor. When the number of AVG intervention studies grows sufficiently, future content analyses might focus exclusively on high-quality studies (e.g. those meeting a certain GRADE rating threshold).
Given the large number of published outcome-focused meta-analyses on AVGs, we believe one or more subgroup or umbrella meta-analyses (i.e. a meta-analysis of meta-analyses) is now warranted. Based on the exponential trajectory of AVG growth, we anticipate more systematic reviews and content analyses of AVGs will be published in the future, justifying the first umbrella content analysis (a content analysis of content analyses) of AVGs within the next decade.
Supplemental Material
sj-docx-1-dhj-10.1177_20552076231171232 - Supplemental material for A comprehensive systematic review and content analysis of active video game intervention research
Supplemental material, sj-docx-1-dhj-10.1177_20552076231171232 for A comprehensive systematic review and content analysis of active video game intervention research by Arlen C Moller, Caio V Sousa, Kelly J Lee, Dar Alon and Amy S Lu in DIGITAL HEALTH
Footnotes
Acknowledgments
The authors thank Severn Ringland for his help in proofreading an earlier version of this manuscript.
Contributorship
Conceptualization (ASL); Data Curation (CVS, KJL, and DA); Formal Analysis (ACM); Funding acquisition (ASL); Investigation (ACM, CVS, KJL, DA, and ASL); Methodology (ACM, CVS, and ASL); Project Administration (ACM and ASL); Resources (ASL); Software (ASL); Supervision (ACM, ASL, and CVS); Validation (ACM, CVS, and ASL); Visualization (ACM and ASL); Writing – original draft (ACM); Writing – review and editing (ACM, CVS, KJL, DA, and ASL).
Declaration of conflicting interests
The author(s) declared the following potential conflicts of interest with respect to the research, authorship, and/or publication of this article: The first author, Arlen C. Moller, holds a U.S. patent related to an AVG (US20140163705A1); however, no studies related to that AVG were eligible for inclusion in this systematic content analysis and no income has been generated from that patent. The other co-authors declare that they have no conflicts of interest.
Ethical approval
The research methods used for this systematic content analysis involved only aggregated, deidentified data reported in published studies.
Funding
The author(s) received the following financial support for the research, authorship, and/or publication of this article: This project was supported in part by a grant from the National Institute of Diabetes and Digestive and Kidney Diseases (R01DK109316) and a grant from the Northeastern University Institute for Health Equity and Social Justice Research (IHESJR).
Guarantor
ACM
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Notes
References
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