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Accepted for/Published in: Journal of Medical Internet Research

Date Submitted: Jun 4, 2024
Date Accepted: May 31, 2025

The final, peer-reviewed published version of this preprint can be found here:

Exergame-Based Behavior Change Interventions for Promoting Physical Activity: Systematic Review and Meta-Analysis of Randomized Controlled Studies

Li SJ, Ma HM, Zhu LQ, Yu HY, Wang AQ, Tang XY, Pei RY, Piao MH

Exergame-Based Behavior Change Interventions for Promoting Physical Activity: Systematic Review and Meta-Analysis of Randomized Controlled Studies

J Med Internet Res 2025;27:e62906

DOI: 10.2196/62906

PMID: 40779747

PMCID: 12334110

Exergame-Based Behavior Change Interventions for Promoting Physical Activity: A Systematic Review and Meta-Analysis of Randomized Controlled Studies Incorporating Behavior Change Techniques

  • Si-Jia Li; 
  • Hao-Ming Ma; 
  • Lin-Qing Zhu; 
  • Hong-Yu Yu; 
  • Ao-Qi Wang; 
  • Xing-Yi Tang; 
  • Run-Yuan Pei; 
  • Mei-Hua Piao

ABSTRACT

Background:

Physical inactivity is defined to be an activity level insufficient to meet recommendations. Exergame, which refers to a combination of exercise and video games, has the potential to promote physical activity (PA).

Objective:

A systematic review and meta-analysis of randomized controlled trials (RCTs) were conducted to examine the effects of exergame-based interventions for promoting PA. Behavior change techniques (BCTs), the minimal, replicable components of an intervention, were also identified and discussed in this review.

Methods:

We searched for relevant RCTs across six databases from their inception to March 21, 2024. Meta-analyses using random-effects models assessed the effects on PA, moderate-to-vigorous PA (MVPA), light PA (LPA), moderate PA (MPA), vigorous PA (VPA), sedentary time (SED), step count, and body mass index (BMI). Subgroup analyses and meta-regression of PA were conducted to explore the influencing factors of exergame-based behavior change interventions. Review Manager software (version 5.3; Cochrane Collaboration) and Stata software (version 16; Statacorp) were used to analyze data.

Results:

Exergame-based behavior change interventions significantly increased PA [standard mean deviation (SMD) = 0.18, 95% CI 0.02 to 0.34], MVPA (SMD = 0.48, 95% CI 0.12 to 0.85), and step counts (SMD = 0.54, 95% CI 0.13 to 0.94). Furthermore, subgroup analyses showed that intervention implementer (research assistants vs. other implementers), game console (Xbox vs. play station vs. Nintendo Wii), game participation type (individual game vs. non-individual game), measurement method (subjective vs. objective), and the number of BCTs (<10 vs. ≥10) used significantly influenced the effectiveness of these interventions. Certain BCT categories (i.e., ‘4 shaping knowledge’, ‘6 comparison of behavior’, ’10 reward and threat’) were associated with better PA outcomes.

Conclusions:

Our review has demonstrated that exergame-based interventions are effective in promoting PA. Future trials are needed to further validate the insights proposed in our studies and assess the long-term effects on PA.


 Citation

Please cite as:

Li SJ, Ma HM, Zhu LQ, Yu HY, Wang AQ, Tang XY, Pei RY, Piao MH

Exergame-Based Behavior Change Interventions for Promoting Physical Activity: Systematic Review and Meta-Analysis of Randomized Controlled Studies

J Med Internet Res 2025;27:e62906

DOI: 10.2196/62906

PMID: 40779747

PMCID: 12334110

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