Background: Active video games (AVG) may offer an alternative strategy to increase physical activity in adults with obesity. This study compared the acute effects of AVG, moderate-intensity continuous training (MICT), and a seated control condition on capillary blood glucose, physiological responses, and exercise enjoyment in sedentary office workers with overweight or obesity. Methods: Seventeen sedentary middle-aged adults with obesity (41 ± 8 years; BMI: 30.6 ± 5.3 kg/m2) participated in this randomized crossover study conducted at the Human Movement Biosciences Laboratory of the Autonomous University of Baja California, Mexico. Participants completed three conditions: 30 min of AVG, 30 min of treadmill-based MICT, and a seated control session. Capillary blood glucose was measured at baseline, immediately post-exercise, and 24 h post-exercise. Heart rate (HR), rating of perceived exertion (RPE), and exercise enjoyment were also assessed. Results: A significant main effect of time on capillary blood glucose was observed (p = 0.003), with reductions observed immediately and 24 h post-exercise. No significant condition or interaction effects were found. Significant reductions were observed in the AVG condition from baseline to 24 h post-exercise (p = 0.004). AVG and MICT elicited similar moderate-intensity physiological responses (HR and RPE), while AVG produced greater exercise enjoyment than MICT (p = 0.026). Conclusions: AVG appeared to elicit similar moderate-intensity physiological responses in sedentary office workers with overweight or obesity. Additionally, AVG was associated with greater exercise enjoyment and reductions in capillary blood glucose over time, suggesting that AVG could represent a feasible and engaging alternative strategy for promoting physical activity and supporting metabolic health in workplace settings.
Torres-Hernández et al. (2026) studied this question.