Experimental study reveals active video games improve physical performance in sedentary adults, suggesting new exercise options.
Objective: We designed this study to investigate whether active video games affect physical characteristics in sedentary adults. Material and Methods: Nineteen healthy adults aged 40-60 years were included in the study. The participants classified as sedentary according to the International Physical Activity Questionnaire. Participants were divided into 3 groups: ''active video games'' (n=7), ''walking'' (n=6), and ''control'' (n=6). All participants underwent stork balance, maximum muscle strength were applied before the intervention and after 4 weeks of training. Results: There were no significant differences between groups in age, height, body weight, and body mass index before the intervention. After the intervention, a significant decrease in body weight and body mass index was observed in the active video game group (p≤0.04). Regarding the muscle strength, maximum flexion and extension strength values increased significantly in both legs in the walking group (flexion: p≤0.001, p≤0.01; extension: p≤0.05, p≤0.02), while in the active video game group, significant increases in flexion and extension strength were observed in the left leg (flexion: p≤0.001, extension: p≤0.03). The muscle endurance, a slight increase was observed on the right side in the active video game group (p≤0.05). Balance time improved significantly only in the walking group, particularly in the left leg (p≤0.05). Conclusion: Active video games may be a possible option for increasing physical activity, particularly in sedentary adults, compared to traditional walking.
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GÜRCAN et al. (2026) studied this question.
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