Abstract
Obesity and overweight among young adults are becoming public health concerns. Active video games (AVGs) have been demonstrated by previous studies as a healthy and enjoyable exercise, which may assist young people in weight management (WM). This review aims to critically assess the literature on the effects of AVGs on young adults in terms of energy expenditure (EE) and WM. Five international databases (PubMed, Scopus, ScienceDirect, Cochrane, and Web of Science) were searched with keywords up to 2025. A systematic review was conducted using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines, and randomized controlled trial (RCT) studies investigating the effects of AVGs on EE and WM in young adults aged 18–25 were included. Data from all studies were extracted using a preprepared structured form, and pre- and postintervention differences were compared between the AVG intervention groups and the control/comparison groups. Thousand one hundred twenty-nine articles were retrieved, of which 14 RCT studies (n = 668, 47.5% female) met the inclusion criteria. Ten studies measured EE while playing AVGs, and nine of these found that playing AVGs could achieve moderate physical activity. Four parallel-design RCTs measured body weight or body mass index (BMI), with only one of these found a significant reduction (−0.29 kg/m2, P = 0.043) in BMI in the AVG group. The differences in study design and methodological quality among the included literature make it challenging to simply summarize the results, and the findings need to be interpreted with caution. Overall, AVGs could achieve moderate physical activity and serve as an effective alternative to traditional exercise. However, the results related to WM are mixed. Future research should adhere to more rigorous methodological standards, such as larger sample sizes and stricter dietary controls, to investigate the long-term effects of AVGs on body composition.
Introduction
Overweight and obesity represent significant global health concerns. In 2016, 39% of the global adult population was classified as overweight, with 13% classified as obese. 1 Currently, the prevalence of overweight and obesity among college students is notably high, 2 despite existing evidence suggesting that higher levels of education are generally associated with a reduced likelihood of being overweight or obese. 3 Obesity constitutes a major public health threat, contributing significantly to the global burden of noncommunicable diseases, including type II diabetes, cardiovascular disease, hypertension, and various cancers.4,5 Furthermore, the biomechanical issues associated with substantial weight gain, such as osteoarthritis and sleep apnea, can adversely impact individuals’ quality of life. 6 Recent findings indicate that obese patients are at an elevated risk of developing severe COVID-19 symptoms compared with those of normal weight.7–9 Obesity not only affects physiological health but also intensifies psychological health issues and diminishes quality of life due to metabolic disorders. 10 Research has identified associations between obesity and mental disorders such as anxiety and depression.11,12 Additionally, the prevalence of physical dissatisfaction among individuals with overweight and obese has increased. 13
Obesity is typically attributed to intricate interactions among dietary habits, physical activity levels, socioeconomic status, environmental influences, and genetic factors. 14 Among college students, unhealthy lifestyles significantly contribute to the prevalence of overweight and obesity.15,16 Video games are particularly popular within this demographic, 17 and the substantial amount of time spent engaging in gaming is often associated with sedentary behavior, digital addiction, and a lack of physical activity.18,19
Active video games (AVGs), also known as exergames, are video games that require individuals to engage in physical activities to interact with the gaming console.3,20 These consoles detect the player’s physical movements through technologies such as cameras or hand controls, enabling interaction with the game. 21 Many studies have demonstrated that AVGs offer significant health benefits to children and adolescents,22–24 as well as older adults.25–27 Some studies have found that AVGs can also bring positive effects on the physical28–30 and mental health31–33 of young people. Although there are a few systematic reviews20,34 on AVGs and college students or young adults, to our knowledge, there is no review specifically focusing on the outcomes related to energy expenditure (EE) and weight management (WM) in AVGs. This review aims to systematically evaluate the application characteristics of AVGs among college students and young adults by synthesizing existing randomized controlled trials (RCTs), with a primary focus on the exercise intensity and EE of AVGs, as well as their potential to aid in WM.
Methods
This review adhered to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines, 35 incorporating the PICOS (Population, Intervention, Comparison, Outcome, Study Design) framework for data extraction. 36 Additionally, it registered in the PROSPERO (registration ID: CRD42024564539), also conformed to the ethical standards established in sports and exercise science research. 37
Data sources and search strategy
Five databases, PubMed, Scopus, ScienceDirect, Cochrane, and Web of Science, were utilized for conducting a comprehensive literature search in this systematic review. The search covered literature published from 2007 to 2025. The search strategy was #1: “active video gam*” OR “active videogam*” OR exergam* OR “interactive video gam*” OR “interactive videogam*” OR “exercise video gam*” OR “exercise videogam*” OR “fitness gam*” OR “virtual reality exercise” OR “virtual reality gam*” OR Nintendo OR Wii OR Xbox OR Kinect OR Playstation OR “Ring Fit” OR Eyetoy; #2: “college student*” OR “university student*” OR “undergraduate student*” OR “graduate student*” OR “young adult*” OR young OR youth OR “college aged”; #3: “energy expenditure” OR “energy metabolism*” OR “oxygen uptake” OR VO2 OR “oxygen consumption” OR VO2peak OR “maximum oxygen uptake” OR VO2max OR “heart rate” OR HR OR HRmax OR “metabolic equivalent” OR MET* OR “exercise intensity” OR “weight loss*” OR “weight reduction*” OR “weight reducing” OR BMI OR “body mass index” OR “waist circumference” OR “body fat percentage”; #1 AND #2 AND #3. We further refined the search strategies to align with the text retrieval formats of various databases. Additionally, for comprehensive coverage of relevant literature, we also scrutinized the reference lists of pertinent articles.
Eligibility criteria
The inclusion criteria of this systematic review were defined using the PICOS model framework (Table 1).
Population, Intervention, Comparison, Outcome, Study Design Eligibility Criteria
BFP, body fat percentage, proportion of fat mass to total body weight (%); BMI, body mass index, weight/height2 (kg/m2); EC, energy cost (kcal/min); EE, energy expenditure; HR, heart rate, beats per minute (bpm); METs, metabolic equivalents, 1 MET corresponds to the resting metabolic rate (3.5 mL O2/kg/min or 1 kcal/kg/h); RCT, randomized controlled trial; VO2, oxygen consumption, volume of oxygen utilized (mL/kg/min); WC, waist circumference (cm); WM, weight management.
Additionally, studies meeting any of the following criteria will be excluded: (1) unable to access the full text; (2) not published in English; (3) not a journal article; and (4) participants with disease (except obesity).
Study selection
First, the retrieved studies from the database are imported into Zotero software for management, and duplicate items were removed using the software’s deduplication function. Second, two independent reviewers (W.F. and H.A.Y.) conduct primary screening of the deduplicated literature based on title and abstract. Upon downloading the literature, they determined which articles to include based on predetermined criteria. The two independent reviewers (W.F. and H.A.Y.) worked separately and resolved any discrepancies through discussion with a third researcher (N.Z.A.).
Data extraction
After screening the studies, the following essential data were obtained from eligible studies in a preformulated extraction format: (1) publication years and authors; (2) aims of studies; (3) design of RCTs and sets of groups; (4) sample characteristics such as size, age, gender, and weight status; (5) frequency and duration of interventions sessions; (6) time points and indicators of measurement; and (7) main findings. The data extraction process was conducted by the first researcher manually using a standardized form (Microsoft Excel, 2008), and the information was cross-checked by the second researcher.
Data synthesis
The descriptive characteristics of the included studies, such as geographical location, participant demographics, publication year, study designs, study objectives, and intervention characteristics, were summarized to provide an overview of the application of AVGs. Additionally, the efficacy of AVG-based interventions was evaluated through the analysis of RCTs. A meta-analysis was not conducted due to significant heterogeneity across studies, including variations in intervention approaches, participant profiles (e.g., individuals with healthy weight vs. overweight/obese), and measurement outcomes, which rendered the aggregation of data impractical for meaningful interpretation.
Risk of bias in individual studies
As shown in Table 2, the differences in EE- or WM-related outcomes between the exergaming intervention group and the control/comparison group are categorized into six levels: (1) +E indicates a significant difference in EE-related outcomes favoring the exergaming group; (2) +W indicates a significant difference in WM-related outcomes favoring the exergaming group; (3) 0E indicates no significant difference in EE-related outcomes between the groups; (4) 0W indicates no significant difference in WM-related outcomes between the groups; (5) −E indicates a significant difference in EE-related outcomes favoring the control/comparison group; and (6) −W indicates a significant difference in WM-related outcomes favoring the control/comparison group. Specifically, based on previous literature,52,53 the authors independently assessed the quality of the study design for each study using a 10-item scale (see Table 2). Each item was rated as positive (+) or negative (−). 52 A design quality score ranging from 0 to 10 was calculated by summing the positive ratings. We also modified the original scoring criteria Item 4 “pre- and postintervention measurements” and Item 10 “follow-up” based on the Cochrane Risk of Bias (RoB) 2 tool’s requirements for assessing crossover trials, 54 to make them applicable to both parallel-design and crossover-design RCTs, thereby ensuring comparability in bias risk assessment between the two trial designs. Studies with scores achieving 7 were classified as low risk, and those scoring <7 were categorized as having some concerns regarding potential bias. Additionally, studies that did not adhere to the principle of random allocation were considered as high risk.
Design Quality Analysis for the Active Video Game Intervention Studies
1, randomization procedures were adequately described and carried out; 2, research design allowed for comparison between the exergame intervention group and the control/comparison group; 3, research design allowed for test of effectiveness of the exergames alone (not combined with other exercises) as compared with the control/comparison group; 4, outcome variables were measured at appropriate time points (e.g., pre-/postintervention in parallel RCTs or per-phase in crossover RCTs); 5, dropouts were described and did not exceed 30%; 6, groups were comparable at baseline on key outcome variables through statistical analyses; 7, data analyses were conducted while considering missing data; 8, power analysis was conducted to determine the appropriate sample size; 9, the reliability and validity of the measures were provided; 10, washout period was adequate (e.g., ≥5 half-lives) or follow-up was documented (for parallel RCTs).
Results
Study selection
The initial database search revealed 1129 potentially relevant articles. After removing duplicates, 897 articles were screened by title and abstract. In total, 69 articles were analyzed by full text, and 14 were included (Fig. 1).

Preferred Reporting Items for Systematic Reviews and Meta-Analyses flowchart of study selection.
Descriptive analyses
The main features of the studies are summarized in Table 3. The publication dates of these 14 articles range from 2007 38 to 2024 51 and came from Canada, 38 Australia, 41 Greece, 46 Spain, 48 China, 50 Switzerland, 47 France, 49 and United States.39,40,42–45,51 Among the 14 RCTs, six used a parallel design38,40,45–48 and 8 used a crossover design.39,41–44,49–51 Four parallel-design RCTs compared AVG interventions with control groups in assessing WM-related outcomes postintervention, with sample sizes of 14 38 to 115, 40 and intervention durations varying between 6 weeks 38 and 14 weeks. 48 Additionally, 10 studies evaluated EE by comparing AVG with either traditional exercise or sedentary video game (SVG).39,41–45,47,49–51 Among these, eight studies utilized crossover designs incorporating within-subject repeated measurements.39,41–44,49–51 All of the participants of included studies were college/graduate students39–44,46–51 or college-age adults.38,45 All studies used AVG to complete exercise in the experimental group and at least one non-AVG traditional physical exercise or SVG in the comparison group. Most interventions used commercially available technology, four studies used the Nintendo Wii,39,41,42,46 four studies used the Xbox 360 Kinect,43–45,50 one study used the Sony Playstation, 38 and one study used the HADO AR, 51 whereas the remaining three studies utilized self-developed games.40,47,49 Warburton 38 and Pérez-López 48 incorporated auxiliary equipment (stationary bicycle) and contextual elements (movie narrative) alongside AVGs in their intervention. This design limitation obscures the ability to determine whether stand-alone AVG use confers superior EE or weight reduction benefits compared with traditional exercise or sedentary games.
Characteristics of Included Studies
ARG, alternate reality game; BC, body composition; BW, body weight; FMI, fat mass index; HRmax, maximum heart rate; HRmean, mean heart rate; LPA, light physical activity; MVPA, moderate-to-vigorous physical activity; PA, physical activity; PAEE, physical activity energy expenditure; PWB, positive well-being; RPE, rating perceived exertion; RPP, rate pressure product; RR, respiratory rate; RBP, resting blood pressure; RMR, resting metabolic rate; RSBP, resting systolic blood pressure; VO2 max, maximum oxygen uptake.
Effectiveness of AVGs
EE
Table 4 presents all statistical data related to EE in the included studies. Ten studies measured EE-related indicators while playing AVGs.39,41–45,47,49–51 Among these, five studies found that the AVG group had significantly greater (all P < 0.01) EE level than comparisons, with higher energy cost (EC), 43 metabolic equivalents (METs),41,43 heart rate (HR),39,41,43,45,47 and oxygen consumption (VO2)43,47 values. However, three studies found no statistically significant differences (all P > 0.05) between the AVGs and comparisons in EC,42,50 HR, 49 or VO2. 42 Notably, four studies even reported significantly lower (all P < 0.01) METs41,44 and HR41,42,51 values in the AVG group compared with comparisons. Nine studies demonstrated that AVG play enabled participants to achieve MPA intensity as defined by the American College of Sports Medicine 55 (64%–76% HRmax/3.0–5.9 METs).39,40,42–45,47,49,51 Specifically, one study noted that although AVG (Xbox 360 Kinect) could reach MPA, its intensity was lower than that of treadmill walking. 44 Moreover, one study demonstrated that although active tennis video game (1.4 ± 0.1 METs) significantly (P < 0.001) exceeded sedentary gaming (1.1 ± 0.1 METs) in EE, its intensity was only 28% of real tennis gameplay (5.0 ± 0.2 METs). This implies that while AVGs may help break sedentary habits, they are insufficient for meeting recommended physical activity guidelines (≥3.0 METs for MPA). 41
Quantitative Results of Energy Expenditure-Related Outcomes
95% CI, 95% confidence interval; ES, effect size (Cohen’s d); MD, mean difference; RMANOVA, repeated
WM
As shown in Table 5, four parallel-design RCTs investigating AVG interventions assessed WM-related outcomes through pre–post measurements.38,40,46,48 One study reported significant reductions in body mass index (BMI) (−0.9 kg/m2), waist circumference (WC) (−1.70 cm), and body fat percentage (BFP) (−1.41%) following a 14-week AVG-based instructional intervention compared with traditional teaching (all P < 0.05). 48 However, this finding requires cautious interpretation due to its high risk of bias (score: 7/10, nonrandomized design). Three additional studies detected no significant differences between AVG and control groups in weight, BMI, WC, or BFP (all P > 0.3).38,40,46 Notably, unlike the other two studies that employed active controls (traditional cycling 38 and fitness lab sessions 40 ), Nani et al. 46 utilized a passive control group (no scheduled physical activity), yet still found no significant improvements in weight (−1.49 kg, P = 0.758) or BMI (−0.41 kg/m2, P = 0.747).
Quantitative Results of Working Memory
ANCOVA, analysis of covariance; ↓, the AVG group showed a significant decrease compared to the control/comparison group; ↔, no significant difference between AVG group and control/comparison group; *, there was a statistically significant difference between groups (95% CI excluding null, P < 0.05).
Other findings
In addition to the indicators related to EE and WM, several studies have also examined the psychological effects of AVG interventions. Six studies assessed participants’ RPE,39,42,44,45,49,51 three studies found that the AVG group exhibited lower RPE compared with traditional exercise,42,44,51 while two studies reported the opposite,39,45 and one found no significant difference between groups. 49 One study observed higher subjective vitality during AVG play, 46 three studies assessed enjoyment levels during AVG interventions, with divergent findings: two studies demonstrated significantly higher enjoyment in the experimental group,47,50 while the other reported contradictory results. 51 Additionally, Warburton et al. 38 combined stationary cycling with AVG as the intervention group, resulting in significantly higher attendance rates compared with single stationary cycling, and this increased attendance mediated greater improvements in VO2 max (r2 = 0.69). 38
Discussion
The 14 studies included in this systematic review demonstrated significant methodological heterogeneity in terms of study design and experimental protocols, which contributed to inconsistent conclusions regarding EE and WM outcomes. Our critical synthesis of the literature suggests these discrepancies may originate from the following several key factors.
Selection of AVGs and design of comparison groups
The current methods for measuring EE mainly include indirect calorimetry and HR measurement, with VO2 and HR being directly related to EE. 42 Additionally, METs relate to the rate of the body’s VO2 for a given activity as a multiple of resting VO2, directly reflecting the intensity and EE level of activity. 56 Therefore, this review selected the above three indicators that are directly related to EE. These results reflect solely the intensity of a single gaming session and are typically measured in real time. Specifically, when the exercise intensity of the AVG playing is inconsistent with the comparison group, the immediate EE measured will inevitably differ. Therefore, we posit that distinct motion types elicited by different AVGs may lead to varying levels of exercise intensity and EE.
Among the 10 studies that measured EE, eight employed active control groups (traditional exercise/SVG). The findings exhibited substantial heterogeneity: only two studies reported higher EE in AVG compared with traditional exercise,39,47 whereas four studies demonstrated the opposite pattern.41,42,44,51 We posit that these discrepancies stem primarily from the differing AVG and control interventions implemented across studies. For instance, among the two studies demonstrating significantly higher EE in AVG compared with traditional exercise, the AVG interventions comprised self-paced Wii Fit jogging and interactive chase-based cycling, whereas the control conditions consisted of 3.5 mph treadmill walking and self-paced stationary cycling, respectively.39,47 According to the 2024 Adult Compendium of Physical Activities, 57 although 3.5 mph treadmill walking (4.5 METs) and self-paced stationary cycling (4.0 METs) meet the MPA threshold (3.0–6.0 METs) defined by the Harvard T.H. Chan School of Public Health, 58 self-paced jogging (7.5 METs) and chase-based cycling (>10 METs) substantially exceeded these values, surpassing the VPA threshold (≥6.0 METs). Conversely, in the four studies reporting lower EE for AVG than traditional exercise, the AVG interventions employed moderate-intensity exergames, whereas the control groups involved tennis play, heavy bag boxing, 4.0 mph treadmill walking, and classical dodgeball. The 2024 Compendium indicates that these traditional activities correspond to 5.8–8.0 METs, while moderate-intensity AVG averaged only 4.0 METs. 57 Similarly, the lack of significant EE differences between AVG and traditional exercise in the remaining two studies49,50 can also be explained by referencing the MET values listed in the 2024 Compendium. Notably, across all studies employing SVG as control conditions, AVG consistently demonstrated significantly higher EE. This finding also aligns with MET values documented in the 2024 Compendium, wherein SVG activities (1.5–2.3 METs) were substantially lower than AVG plays (4.0 METs). In summary, the comparative analysis reveals distinct intensity profiles attributable to the fundamental differences between AVG and control exercise modalities.
Currently, AVG development has reached a mature stage, with diverse gameplay modalities available. Although most AVG programs allow players to select different intensity levels, it is undeniable that substantial variations exist in the overall exercise intensity across different AVG products. 59 Previous studies have confirmed that AVGs can achieve MPA levels60,61; however, this does not necessarily imply that AVGs consistently surpass traditional exercise in intensity. When considering AVGs as potential substitutes for conventional exercise, it is critical to evaluate both the gameplay mechanics and exercise intensity of specific AVG interventions to ensure appropriate intensity matching.
Use of supplementary equipment and contextual elements
Most of the included studies chose mainstream AVGs for their intervention experiments. It is noteworthy that, apart from gaming equipment, most studies did not employ additional auxiliary devices. However, Warburton et al. 38 utilized a stationary bicycle as an adjunct to AVG. Although participants in the AVG group were not required to reach moderate intensity and could exercise at their preferred level, their VO2 max demonstrated a significant improvement (P < 0.05) postintervention (11.0 ± 5.1%), whereas the traditional stationary bicycle group showed no such enhancement (3.4 ± 5.6%). Roure et al. 47 observed that interactive elements (e.g., chasing and rewards) in screen-connected stationary cycling elicited significantly higher %HRmax and %VO2 max (all P < 0.001) than basic stationary cycling. Some studies have also confirmed that using auxiliary devices may be an effective means to increase the intensity of AVG playing. For instance, the study by Rodrigues et al. 62 found that playing Nintendo Wii Fit Free Run on a mini-trampoline significantly increased %VO2 max (+15.5%), %HRmax (+9.1%), and METs (+1.7) compared with playing on a hard flat surface (all P < 0.05). Furthermore, the incorporation of supplementary contextual elements in AVGs may potentially contribute to enhanced exercise intensity and improved user adherence. Pérez-López et al. 48 employed a narrative based on the movie Star Wars as the scenario for their AVG intervention, also exhibited significantly lower BMI (−0.29 kg/m2, P = 0.043), WC (−1.7 cm, P < 0.01), and BFP (−1.41%, P = 0.005) compared with the control group. Hwang et al. 45 found that players engaged in significantly higher (P = 0.047) %time spent of moderate-to-vigorous physical activity during narrative-enhanced AVG play compared with nonnarrative AVG play.
Attendance
This review primarily focuses on EE and WM. The measurement of EE is instantaneous and unrelated to attendance, whereas WM is a slow process directly related to the total exercise volume resulting from attendance. 63 A diabetes prevention program targeting older adults demonstrated an approximately linear relationship between session attendance and weight loss. For each additional weekly session attended, participants lost an average of 0.72 pounds (95% confidence interval: 0.67–0.77). 64 Of the four studies examining postintervention body weight in this review, attendance rates were documented in only one, 38 and this study demonstrated that, following the 6-week intervention period, the AVG group exhibited a markedly higher attendance rate (78 ± 18%) compared with the control group (48 ± 29%), despite the absence of statistically significant between-group differences in weight change. Postintervention results showed that the AVG cycling had significant improvements in VO2 max and vertical jump compared with the traditional cycling. Analysis indicated that ∼69% of the variance in VO2 max changes and 44% of the variance in vertical jump changes could be explained by attendance. 38 Given that higher attendance likely contributed to increased exercise volume, the weight-reducing benefits of AVG cycling may diminish if its attendance advantage over traditional cycling is statistically controlled.
Limitations and future studies
The advantage of this study is that it adopts a strict systematic review method and follows PRISMA guidelines, which ensures the transparency and repeatability of the study. At the same time, all the studies included in this review are RCTs, which enhances the statistical effectiveness of the results. However, some limitations should also be noted. For instance, this review incorporates some dated studies and may have missed unpublished or non-English publications. It is also noteworthy that methodological flaws in some studies might lead to a high RoB. In particular, merely 1 39 out of 14 studies performed sample size estimation, and this critical omission suggests most included trials (93%) are at high risk of type II errors due to inadequate statistical power, compromising result reliability. All crossover designs lacked demonstrated washout adequacy, compromising the assumption of phase independence due to possible fatigue and learning confounders.39,41–44,49–51 Additionally, only one studies recorded attendance, 38 and almost all studies did not strictly control for diet. Among the 14 studies, one did not conduct an active control group but used a control group with no intervention as the comparator, 46 which undermines the credibility of the comparative analysis.
Existing AVG studies on EE or WM in young adults employ lab-based intervention models, limiting evaluation of its long-term health benefits. We recommend implementing AVG interventions in instructional or home settings to further investigate their positive effects in real-world scenarios. Furthermore, considering the rising incidence of psychological disorders among young individuals, the enjoyable and motivating nature of AVGs could potentially contribute to enhancing their mental health and health-related quality of life. Therefore, future research should also prioritize exploring the psychological responses of young individuals, particularly those who are overweight or obese, to AVG interventions.
Conclusions
Overall, the studies included in this review show mixed results regarding AVGs’ effects on EE and WM, largely due to differences in study designs and research quality. These findings should be interpreted carefully. Most studies confirm that AVGs can provide MPA—more vigorous than sedentary video gaming, though less intense than some traditional moderate-to-vigorous exercises. Importantly, AVGs’ entertaining nature may help young adults stick with exercise routines better, potentially aiding weight loss. We recommend more high-quality studies comparing AVGs with conventional exercises across different settings.
Footnotes
Author Disclosure Statement
The authors have no other conflicts of interest to disclose.
Funding Information
This research did not receive any specific grant from funding agencies in the public, commercial, or not-for-profit sectors.
