## 1 Introduction
The findings indicated that energy consumption, heart rate, and perceived exertion of both Wii Sports and DDR games are similar or even higher than moderate-intensity walking (4.2-5.7 km/h). Additionally, [PERSON] [5] reported the results of controlled studies that show AVGs slightly increase physical activity. However, the results regarding whether AVGs lead to decreases in stationary behavior are less clear. AVGs seem to provide some health benefits in special populations, but there is not enough data to recommend AVGs as a standard procedure to increase daily physical activity. This finding triggered the current study which focuses on human reaction time and its improvement with an AVG. On the contrary, [PERSON] [6] stated that using a commercial natural user interface as input device (e.g., Nintendo Wii) might not be as effective to improve motor skills in children compared to more traditional physical education. However, [PERSON] [7] conducted research on children with attention-deficit/hyperactivity disorder (ADHD) and the findings were impressive. They found that exergaming can be beneficial to children's motor skills and motivates children to be involved. Moreover, [PERSON] [8] found that exergames can be extremely useful for children with autism. Another research from [PERSON] [9] stated that exergames have the potential to lessen weight gain for overweight or/and obese children and youth. Exergaming seems to motivate and engage children in physical activity. As a result, exergaming may enable children and youth to follow the standard guidelines for 1 h of moderate to intense exercise per day. In other words, exergaming shows promise as a tool to motivate and engage children as well as adolescents in physical activity. [PERSON] [10] reviewed the possibility that active video games improve motor skills on both children and young adults. In addition, there was strong evidence that active video games improve balance. Moreover, these games appeared to be beneficial to participants with Cerebral Palsy. The authors stated that active video games could be a remarkable tool to improve gross motor skills of non-typically developing children. Furthermore,Hocking [11] reviewed whether active video games improve motor function in people with developmental disabilities. The results proved that they are quite effective in growing motor skills, but their effectiveness depends on training intensity. Simple reaction time (SRT) is defined, for a person or system, as the time interval between a given stimulus or event and the response [12]. [PERSON] and [PERSON] [13] stated that reaction time measures are used for two reasons: (a) To study the mental process by measuring the time it takes to perform a certain process or a part of it, and (b) to study the reaction process by continuously changing the stimuli and responses. Additionally, the authors measured whether the fore period to reaction time is crucial to people's reaction time. The fore period is the time of reference in which a subject prepares to respond to the stimuli on a certain trial. The results proved that subjects cannot perceive the moment when they started preparing their reaction. Therefore, subjects have to be alert at a high degree of motor preparation to be able to quickly respond when the stimulus is delivered. These findings were crucial for us to design our game. The present paper presents a study of how active video games can improve players' simple reaction time with NUIs. Herein, Section 2 presents the related works, explaining the improvement in reaction time and types of technologies that have been used. Section 3 introduces the research questions of the study and Section 4 demonstrates the materials used, the participants, the instruments, and the methodology followed to carry out our research. Section 5 presents the results and evaluation activities and Section 6 provides a discussion of these results. Finally, Section 7 concludes our remarks and presents the future steps.