Sedentary screen time behaviors have increased dramatically in the Gulf region, whereas the prevalence rate of physical inactivity is increasing. Existing evidence shows that Active Video Games (AVG) can be a promising tool to create a safe, pleasant environment for performing light to moderate intensity exercise. Purpose: This review aims to provide an overview of studies that tested the effect of active video gaming (exergaming) on multiple health biomarkers in different age groups for both genders. A secondary objective is to discuss the possibility of introducing active video games as a new physical activity option in different age groups in countries with hot climates. Method: A systematic review was carried out on studies that tested the physiological responses (mainly energy expenditure) to active video gaming in different age categories for both genders; also, studies that looked at whether this type of activities (exergaming) can induce health benefits and meet the minimal amount of physical activity recommended by the ACSM for both youth, adults and elderly population. Results: AVGs were found to reduce body weight (BW), increase trunk and spine bone mineral density, and significantly decrease abdominal subcutaneous adiposity, percentage of leg fat and total adiposity. In addition, they were able to elicit light to moderate intensities and to meet the American college of sport medicine's (ACSM) recommendations for maintaining and improving cardiorespiratory fitness (CRF) for both genders in all ages. Conclusion: AVGs should be considered as a physical activity (PA) option because of its ability to create a safe, pleasant environment for performing light to moderate intensity of exercise. It can also break the perceived barriers to PA, whether it is related to the bad weather, lack of facilities or the shortage of time.
|Number of pages||10|
|Journal||Obesity & Control Therapies|
|Publication status||Published - 2017|