However , effects of exergaming in terms of changes in these intensity parameters varied significantly between game modes and consoles as well as because of the vastly differing duration s of exergame activity between studies .
Conclusion This review suggests that exergames are able to increase PA among overweight individuals .
However , the inconsistent results and the overall poor or moderate method ological quality do not permit judgment on whether exergames are suitable to meet PA guidelines in this target group .
Background The majority of patients with overweight and type 2 diabetes show insufficient levels of daily physical activity ( PA ) and usually are among the least likely to engage in or adhere to any form of generic PA .
Active video games ( exergames ) may be a solution to motivate these individuals to overcome their sedentary lifestyle .
Objectives This systematic review was conducted to review the current evidence for the effectiveness of exergaming in overweight and type 2 diabetes mellitus and thus to evaluate the suitability of these games to be used as tools for exercise promotion that meet current PA guidelines .
Testing the effectiveness of exercise videogame bikes among families in the home-setting: a pilot study.
BACKGROUND Interactive stationary bikes provide positive affective experiences and physiological benefits ; however , research is limited . METHODS This study compared usage of GameBikes to traditional stationary bikes among families in the home following a 6-week r and omized , controlled trial design . Parents completed question naires featuring constructs of the theory of planned behavior ( TPB ) . Usage was tracked by all family members and belief elicitation with GameBike families followed the trial . RESULTS Usage across the trial was significantly different for children in favor of the  GameBike group ( t36 = 2.61 , P = .01 , d = .85 ) . No differences were identified for parents .  Significant time effects for parents '  ( F5,48 = 5.07 , P < .01 ; η2 = .35 ) and  children 's  ( F5,32 = 8.24 , P < .01 ; η2 = .56 ) usage were found with declines across 6 weeks . Affective attitude was the only significant TPB variable between groups at both time one ( t57 = 2.53 , P = .01 ; d = .65 ) and follow-up ( t52 = 2.70 , P = .01 ; d = .74 ) in favor of the GameBike group . Elicited beliefs were primarily affective- and control-based . CONCLUSIONS The results provide support for use of interactive video games to augment current PA initiatives . Larger-scale trials with longer duration s are warranted
However , effects of exergaming in terms of changes in these intensity parameters varied significantly between game modes and consoles as well as because of the vastly differing duration s of exergame activity between studies .
Conclusion This review suggests that exergames are able to increase PA among overweight individuals .
However , the inconsistent results and the overall poor or moderate method ological quality do not permit judgment on whether exergames are suitable to meet PA guidelines in this target group .
Background The majority of patients with overweight and type 2 diabetes show insufficient levels of daily physical activity ( PA ) and usually are among the least likely to engage in or adhere to any form of generic PA .
Active video games ( exergames ) may be a solution to motivate these individuals to overcome their sedentary lifestyle .
Objectives This systematic review was conducted to review the current evidence for the effectiveness of exergaming in overweight and type 2 diabetes mellitus and thus to evaluate the suitability of these games to be used as tools for exercise promotion that meet current PA guidelines .