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February 22, 2026Journal of Public Health0 citationsOpen Access

Virtual reality and active video games (exergames) to promote physical activity in children and adolescents: a scoping review and future perspectives

MAMaria AmayaGGGiselle GacharnaACAmanda Isabel Carvajal

Key Points

  • The aim is to map evidence on using exergames and virtual reality to enhance physical activity in children and adolescents aged 5-17.
  • Conducted a scoping review of relevant scientific literature from the past 10 years.
  • Included observational, cross-sectional, experimental studies, and reviews from various databases.
  • Utilized MeSH terms related to virtual reality, active video games, and physical activity.
  • Identified 426 articles, with 30 meeting criteria for review.
  • Revealed findings on physical fitness changes, motivation, concentration, and body composition.
  • Emphasized correlations between exergames and increased physical activity, but noted limitations in establishing causal relationships.

Abstract

Abstract Introduction The development of technological tools, such as virtual reality and active video games, has emerged as an alternative to promote physical activity in the pediatric population. This interest responds to the increase in obesity, depression, and anxiety associated with sedentary lifestyles, social isolation, and technological depersonalization. Objective To map and characterize the available evidence on the implementation of exergames and virtual reality to promote and maintain physical activity in children and adolescents aged 5–17 years, and to describe reported outcomes related to physical condition, mental health, adherence, and implementation aspects. Methodology A scoping review of the scope of scientific articles and clinical and observational trials published in the last 10 years in databases such as PubMed, Scopus, Web of Science, and Scielo, using MeSH terms, on the topics of virtual reality, active video games, and exergames and physical activity in the pediatric population between the ages of 5 and 17. Results A total of 426 articles were identified, and 30 articles published between 2015 and 2025, featuring diverse methodologies and populations, including observational, cross-sectional, and experimental studies, as well as literature reviews, meta-analyses, and qualitative interviews, were selected. The results revealed the use of augmented reality technology tools ( n = 5) and active video games/exergames ( n = 25), with themes including changes in physical fitness, motivation and interest, concentration, and body composition. Conclusions The implementation of active video games and virtual reality to encourage physical activity in children and reduce sedentary lifestyles may be a helpful strategy under appropriate guidance. However, available evidence emphasizes reported associations rather than causal effects. Information on long-term adherence is limited; future studies should aim to define implementation parameters. Registration Protocol registered and available on this OSF project 9y8gc. Descriptors (DeCS/MeSH) Exercise; virtual reality; video games; child; adolescent; sedentary behavior; health promotion.

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Cite This Study

Amaya et al. (2026) studied this question.

synapsesocial.com/papers/699a9dc0482488d673cd3e54https://doi.org/10.1007/s10389-026-02693-4
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