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 .
Do Motion Controllers Make Action Video Games Less Sedentary? A Randomized Experiment
Sports- and fitness-themed video games using motion controllers have been found to produce physical activity . It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games . Young adults ( N = 100 ) were r and omized to play three games using either motion-based or traditional controllers . No main effect was found for controller or game pair ( P > .12 ) . An interaction was found such that in one pair , motion control ( mean [ SD ] 0.96 [ 0.20 ] kcal · kg−1 · hr−1 ) produced 0.10 kcal · kg−1 · hr−1 ( 95 % confidence interval 0.03 to 0.17 ) greater energy expenditure  than traditional control ( 0.86 [ 0.17 ] kcal · kg−1 · hr−1 , P = .048 ) . All games were sedentary . As currently implemented , motion control is unlikely to produce moderate intensity physical activity in action games . However , some games produce small but significant increases in energy expenditure , which may benefit health by decreasing sedentary behavior
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 .