Introduction <p>The development of technological tools, such as virtual reality and active video games, has emerged as an alternative to promote physical activity in the pediatric population. This interest responds to the increase in obesity, depression, and anxiety associated with sedentary lifestyles, social isolation, and technological depersonalization.</p> Objective <p>To map and characterize the available evidence on the implementation of exergames and virtual reality to promote and maintain physical activity in children and adolescents aged 5–17&#xa0;years, and to describe reported outcomes related to physical condition, mental health, adherence, and implementation aspects.</p> Methodology <p>A scoping review of the scope of scientific articles and clinical and observational trials published in the last 10&#xa0;years in databases such as PubMed, Scopus, Web of Science, and Scielo, using MeSH terms, on the topics of virtual reality, active video games, and exergames and physical activity in the pediatric population between the ages of 5 and 17.</p> Results <p>A total of 426 articles were identified, and 30 articles published between 2015 and 2025, featuring diverse methodologies and populations, including observational, cross-sectional, and experimental studies, as well as literature reviews, meta-analyses, and qualitative interviews, were selected. The results revealed the use of augmented reality technology tools (<i>n</i> = 5) and active video games/exergames (<i>n</i> = 25), with themes including changes in physical fitness, motivation and interest, concentration, and body composition.</p> Conclusions <p>The implementation of active video games and virtual reality to encourage physical activity in children and reduce sedentary lifestyles may be a helpful strategy under appropriate guidance. However, available evidence emphasizes reported associations rather than causal effects. Information on long-term adherence is limited; future studies should aim to define implementation parameters.</p> Registration <p>Protocol registered and available on this OSF project 9y8gc.</p> Descriptors (DeCS/MeSH) <p>Exercise; virtual reality; video games; child; adolescent; sedentary behavior; health promotion.</p>

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Virtual reality and active video games (exergames) to promote physical activity in children and adolescents: a scoping review and future perspectives

  • Maria Camila Amaya,
  • Giselle Gacharna,
  • Amanda Isabel Carvajal,
  • Erwin Hernando Hernandez Rincon

摘要

Introduction

The development of technological tools, such as virtual reality and active video games, has emerged as an alternative to promote physical activity in the pediatric population. This interest responds to the increase in obesity, depression, and anxiety associated with sedentary lifestyles, social isolation, and technological depersonalization.

Objective

To map and characterize the available evidence on the implementation of exergames and virtual reality to promote and maintain physical activity in children and adolescents aged 5–17 years, and to describe reported outcomes related to physical condition, mental health, adherence, and implementation aspects.

Methodology

A scoping review of the scope of scientific articles and clinical and observational trials published in the last 10 years in databases such as PubMed, Scopus, Web of Science, and Scielo, using MeSH terms, on the topics of virtual reality, active video games, and exergames and physical activity in the pediatric population between the ages of 5 and 17.

Results

A total of 426 articles were identified, and 30 articles published between 2015 and 2025, featuring diverse methodologies and populations, including observational, cross-sectional, and experimental studies, as well as literature reviews, meta-analyses, and qualitative interviews, were selected. The results revealed the use of augmented reality technology tools (n = 5) and active video games/exergames (n = 25), with themes including changes in physical fitness, motivation and interest, concentration, and body composition.

Conclusions

The implementation of active video games and virtual reality to encourage physical activity in children and reduce sedentary lifestyles may be a helpful strategy under appropriate guidance. However, available evidence emphasizes reported associations rather than causal effects. Information on long-term adherence is limited; future studies should aim to define implementation parameters.

Registration

Protocol registered and available on this OSF project 9y8gc.

Descriptors (DeCS/MeSH)

Exercise; virtual reality; video games; child; adolescent; sedentary behavior; health promotion.