## 1 Introduction  
Physical inactivity is considered to be one of the biggest health problems of the 21 st century [1]. In addition, it has been recognized as one of the major causes of numerous chronic maladies such as stroke, cardiovascular illness, type 2 diabetes, cancer, and obesity [2]. The World Health Organization recommends that individuals aged 18 and older engage in at least 150-300 min of moderate-intensity aerobic physical activity (PA) or at least 75-150 min of vigorous-intensity aerobic PA per week to achieve substantial health benefits [3]. However, a significant portion of the population in the USA does not engage in sufficient physical activity; most adolescents [4] and 38.4% of individuals aged between 18 and 24 do not meet the minimum recommended PA [5]. In this context, from 1999-2000 to 2015-2016, the age-adjusted obesity rates significantly increased from 27.4% to 38.1% in men, and from 33.3% to 41.2% in women [5]. In agreement with these findings, the worldwide prevalence of obesity has nearly tripled from 1975 to the present. More than 1.9 billion adults (39% of the population) have been reported as overweight, and over 650 million adults (13% of the population) have been reported as obese [6]. Besides the prevalence of physical inactivity, sedentary behavior, which can be defined independently of physical inactivity as large amounts of time spent sitting, reclining, or lying down, is rising [7]. Due to this fact, sedentary behavior (all activities' metabolic equivalents (METs) \(<\) 1.5) has been identified as a risk factor [8, 9, 10]. Changes in transportation forms, increasing urbanization, and increasing sedentary behaviors in work are shown as the main reasons for sedentary behaviors [6]. In addition, especially recently, screen-based recreational activities such as watching TV series and passive video games have become widespread as sedentary behaviors [11]. It has been reported that over 90% of America's children and adolescents own a video gaming system, and over 60% play video games for at least 30 min a day. In addition, data show that 85% of male and 47% of female emerging adult college students reported playing video games, with almost 35% of males playing daily [12]. Recent research findings strongly provide evidence that active video games (AVGs) can be used as an alternative model for PA [13]. AVGs, also known as exergames, give an opportunity to exercise in isolated areas such as on-campus, in the dormitory, and at home by moving the whole body during the game. The foremost well-known gaming devices are Microsoft's Xbox 360 and Microsoft's Xbox ONE (Microsoft, Redmond, WA, USA), with 135 million units sold around the world from 2005 to 2020 [14; 15]. Given the interest of young adults in console video games, AVGs with detected PA intensity can be an effective method to promote participation in the PA to meet the minimum requirements to be considered physically active; this can positively affect the physiological and psychological health of young adults. From this point of view, the AVGs can be used instead of passive video games, defined as sedentary behavior, and also create an alternative exercise model to classical exercises [16; 17; 18]. It has been stated that most of the studies conducted with AVGs are classified as light to moderate PA (2-6 METs), similar to that of brisk walking [19; 20; 21; 22]. However, recent studies have reported that some AVGs are classified as vigorous to near maximal PA (METs > 6), similar to running [13; 16]. These findings show that the characteristics of selected games affect physiological responses, consequently affecting the intensity of the PA. Hence, increasing the options of AVGs with known PA intensities is essential to achieve the recommended PA at target intensity. A robust correlation between exercise enjoyment and exercise behavior has been reported [23]. It is well acknowledged that enjoyment is one of the most influential factors to increase participation in PA [24].