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.