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. 2020 Apr 1;22(4):e14549. doi: 10.2196/14549

Table 2.

Description of the physical activity and technology used in the interventions.

Study Setting Type of technology PAa elements Serious game description
Armbrust et al [18] Home environment Web-based
application
Arthritis and physical activity education, including barriers, PA benefits, and information about self-efficacy towards becoming more physically active

Films, animations, spoken text, puzzles, brain twisters, and assignments to promote PA; goal setting; email reminders to complete assignments; and a feedback loop to verify whether the child had read the information and finished the assignment. Cognitive behavioral theory was used.
Baque et al [33] Home environment Exergame with internet-connected computer and Microsoft Kinect Gross motor activities combined with cognitive and visual perception and upper limb exercises Gross motor and daily PA assignments represented on a computer. An example is to use cognitive and visual perception and move the upper limb to solve a mathematical equation. Persuasive elements consisted of feedback and positive reinforcement by parents/guardians.
Christison et al [34] Research laboratory Exergame through a PlayStation and Nintendo Wii

Aerobic and muscle strength exercises

A group activity with several games, including aerobic dance, interactive stationary biking, hitting/kicking targets, and boxing. The games used goal setting and documentation of PA in diaries rewarded with small incentives (not specified).

Howell et al [40] Home environment Web-based application

Promotion of moderate to vigorous physical activities

The goal was to progress the avatar through various levels on a website. Educational materials, an activity monitor, and access to an interactive website were used to encourage PA via rewards. Points could be redeemed for small prizes (eg, t- shirts, stickers) and/or gift cards.

Maddison et al [35] Home environment Exergame through a PlayStation

Promotion of light- to moderate-intensity physical activity

The games were Play3, Kinetic, Sport, and Dance Factory. This was combined with information and education about PA.

Maloney et al [36] Home environment Exergame through a PlayStation and Wii

Promotion of physical dancing

Games to encourage dancing.
Mitchell et al [37] Home environment Web-based application Functional gross motor exercises such as sit-to-stand, squatting, and balancing The Web-based exercises involved upper limb and visual-perceptual games. Examples of active video games are flying a spaceship while squatting and balancing on foam or lunging to shoot a pirate ship with a cannon ball.
Staiano et al [38] Research laboratory Exergame through an Xbox 360 console Encouragement of whole-body movement and moderate-intensity energy expenditure. Different dance games. Games, songs, dance mode, intensity level, and dance partner were self-selected by the participant.
Trost et al [39] Schools and young men's Christian associations Exergame through an Xbox 360 console

Not specified During the second session, the JOIN for ME program was supplemented with an active sports game. A second active game was provided in week 9 of the JOIN for ME program. No explicit advice or goal was given regarding the use of the active gaming tool.

aPA: physical activity.