<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE article PUBLIC "-//NLM//DTD Journal Publishing DTD v2.0 20040830//EN" "journalpublishing.dtd"><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" dtd-version="2.0" xml:lang="en" article-type="research-article"><front><journal-meta><journal-id journal-id-type="nlm-ta">JMIR Pediatr Parent</journal-id><journal-id journal-id-type="publisher-id">pediatrics</journal-id><journal-id journal-id-type="index">30</journal-id><journal-title>JMIR Pediatrics and Parenting</journal-title><abbrev-journal-title>JMIR Pediatr Parent</abbrev-journal-title><issn pub-type="epub">2561-6722</issn><publisher><publisher-name>JMIR Publications</publisher-name><publisher-loc>Toronto, Canada</publisher-loc></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">v8i1e71416</article-id><article-id pub-id-type="doi">10.2196/71416</article-id><article-categories><subj-group subj-group-type="heading"><subject>Original Paper</subject></subj-group></article-categories><title-group><article-title>Effects of Exergames on Motor Skills, Psychological Well-Being, and Cognitive Abilities in Schoolchildren and Adolescents: Scoping Review</article-title></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name name-style="western"><surname>Rosi</surname><given-names>Eleonora</given-names></name><degrees>MSc</degrees><xref ref-type="aff" rid="aff1"/></contrib><contrib contrib-type="author"><name name-style="western"><surname>Bianchi</surname><given-names>Valentina</given-names></name><degrees>MSc</degrees><xref ref-type="aff" rid="aff1"/></contrib><contrib contrib-type="author"><name name-style="western"><surname>Ba&#x00F9;</surname><given-names>Ilaria</given-names></name><degrees>MSc</degrees><xref ref-type="aff" rid="aff1"/></contrib><contrib contrib-type="author"><name name-style="western"><surname>Nuzzo</surname><given-names>Rebecca</given-names></name><degrees>MSc</degrees><xref ref-type="aff" rid="aff1"/></contrib><contrib contrib-type="author"><name name-style="western"><surname>Valsecchi</surname><given-names>Stefania</given-names></name><degrees>MSc</degrees><xref ref-type="aff" rid="aff1"/></contrib><contrib contrib-type="author"><name name-style="western"><surname>Molteni</surname><given-names>Massimo</given-names></name><degrees>MD</degrees><xref ref-type="aff" rid="aff1"/></contrib><contrib contrib-type="author"><name name-style="western"><surname>Colombo</surname><given-names>Paola</given-names></name><degrees>MSc, PhD</degrees><xref ref-type="aff" rid="aff1"/></contrib></contrib-group><aff id="aff1"><institution>Child Psychopathology Unit-Smart Lab, IRCCS Eugenio Medea</institution><addr-line>Via Don Luigi Monza, 20</addr-line><addr-line>Bosisio Parini</addr-line><country>Italy</country></aff><contrib-group><contrib contrib-type="editor"><name name-style="western"><surname>Badawy</surname><given-names>Sherif</given-names></name></contrib></contrib-group><contrib-group><contrib contrib-type="reviewer"><name name-style="western"><surname>Noveletto</surname><given-names>Fabr&#x00ED;cio</given-names></name></contrib><contrib contrib-type="reviewer"><name name-style="western"><surname>Baranowski</surname><given-names>Tom</given-names></name></contrib></contrib-group><author-notes><corresp>Correspondence to Eleonora Rosi, MSc, Child Psychopathology Unit-Smart Lab, IRCCS Eugenio Medea, Via Don Luigi Monza, 20, Bosisio Parini, 23842, Italy, 39 031877619; <email>eleonora.rosi@lanostrafamiglia.it</email></corresp></author-notes><pub-date pub-type="collection"><year>2025</year></pub-date><pub-date pub-type="epub"><day>17</day><month>9</month><year>2025</year></pub-date><volume>8</volume><elocation-id>e71416</elocation-id><history><date date-type="received"><day>17</day><month>01</month><year>2025</year></date><date date-type="rev-recd"><day>25</day><month>06</month><year>2025</year></date><date date-type="accepted"><day>18</day><month>07</month><year>2025</year></date></history><copyright-statement>&#x00A9; Eleonora Rosi, Valentina Bianchi, Ilaria Ba&#x00F9;, Rebecca Nuzzo, Stefania Valsecchi, Massimo Molteni, Paola Colombo. Originally published in JMIR Pediatrics and Parenting (<ext-link ext-link-type="uri" xlink:href="https://pediatrics.jmir.org">https://pediatrics.jmir.org</ext-link>), 17.9.2025. </copyright-statement><copyright-year>2025</copyright-year><license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/"><p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (<ext-link ext-link-type="uri" xlink:href="https://creativecommons.org/licenses/by/4.0/">https://creativecommons.org/licenses/by/4.0/</ext-link>), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Pediatrics and Parenting, is properly cited. The complete bibliographic information, a link to the original publication on <ext-link ext-link-type="uri" xlink:href="https://pediatrics.jmir.org">https://pediatrics.jmir.org</ext-link>, as well as this copyright and license information must be included.</p></license><self-uri xlink:type="simple" xlink:href="https://pediatrics.jmir.org/2025/1/e71416"/><abstract><sec><title>Background</title><p>In a world where children are increasingly sedentary, the need for innovative solutions to promote physical activity is felt more than ever. Exergames&#x2014;interactive video games combining physical activity with gaming&#x2014;are an attractive way to engage children in exercise while having fun. Although exergames have demonstrated several benefits for the health and physical activity of children and young people, the impact of these devices is poorly explored, especially in the school context.</p></sec><sec><title>Objective</title><p>This scoping review was aimed at analyzing the effects of exergames on motor skills, psychological well-being, and cognitive abilities in children and adolescents during physical education hours and play-based activities. Our specific goal was to explore and describe the effects of exergames in school programs and their potential to improve physical and mental health in educational settings.</p></sec><sec sec-type="methods"><title>Methods</title><p>We carried out our review in accordance with the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) guidelines. We searched 3 bibliographic databases from 2019 to June 2024 and included all scientific studies involving children and adolescents interacting with exergames during physical education lessons at school.</p></sec><sec sec-type="results"><title>Results</title><p>Our database search produced 1694 articles. After performing 3 levels of screening (title, abstract, and full text), 25 articles were left. The majority of the studies confirmed that the use of exergames during physical education and playful sport activities is associated with a number of improvements. More specifically, these devices can provide motor benefits as well as psychological or cognitive benefits, such as cognitive flexibility and attentional functions, overall well-being, and a greater sense of self-efficacy, self-confidence, and mood.</p></sec><sec sec-type="conclusions"><title>Conclusions</title><p>These results may have significant implications for public health or education: exergames may become accessible and useful devices for promoting physical activity in young people, potentially benefiting motor skills but also psychological and cognitive functions, increasing children&#x2019;s participation in physical activities, and leading to a general improvement in their sense of self-efficacy and well-being. Exergames can improve children&#x2019;s physical and cognitive skills, thus becoming a complementary and additional device to traditional physical education exercises and helpful tools to increase physical movement in extracurricular activities.</p></sec></abstract><kwd-group><kwd>exergames</kwd><kwd>active video games</kwd><kwd>physical education</kwd><kwd>physical activity</kwd><kwd>school</kwd><kwd>children</kwd><kwd>adolescents</kwd></kwd-group></article-meta></front><body><sec id="s1" sec-type="intro"><title>Introduction</title><p>The World Health Organization (WHO) has underlined the importance of physical activity, which is beneficial to health and mental and physical well-being, for the prevention of noncommunicable diseases [<xref ref-type="bibr" rid="ref1">1</xref>]. Insufficient levels of physical exercise or physical inactivity may contribute to the development of diseases, such as obesity and overweight, cardiovascular disease, and motor development&#x2013;related disorders [<xref ref-type="bibr" rid="ref2">2</xref>,<xref ref-type="bibr" rid="ref3">3</xref>]. Especially in children and adolescents, sedentary behavior increased adiposity and led to poorer cardiometabolic health, fitness, and behavioral conduct or prosocial behavior, as well as reduced sleep duration [<xref ref-type="bibr" rid="ref1">1</xref>]. According to data from the Italian Institute of Statistics for the 2017&#x2010;2018 period, Italian children and adolescents did not engage in sufficient levels of physical activity [<xref ref-type="bibr" rid="ref4">4</xref>] as recommended by the WHO, whereby they should practice at least 60 minutes of moderate to vigorous physical activity for 3 days in a week [<xref ref-type="bibr" rid="ref5">5</xref>,<xref ref-type="bibr" rid="ref6">6</xref>]. In addition, Italian Institute of Statistics data (2021) highlighted that continuous sporting activity in children and young people aged 3&#x2010;17 years has decreased significantly, from 51.3% to 36.2%, while sedentariness has increased (from 22.3% to 27.2%) [<xref ref-type="bibr" rid="ref7">7</xref>]. This trend is in line with other countries [<xref ref-type="bibr" rid="ref8">8</xref>-<xref ref-type="bibr" rid="ref10">10</xref>].</p><p>In accordance with the above-mentioned data, schools are considered the main educational context for the promotion of physical activity. There are multiple opportunities for exercise in the context of school, such as during recess, sports, physical education (PE) lessons, and active movement to and from school [<xref ref-type="bibr" rid="ref11">11</xref>]. Several studies have shown that school-based focused interventions have been effective in increasing children&#x2019;s physical activity levels, achieving up to 50% of the weekly requirement identified by the WHO [<xref ref-type="bibr" rid="ref1">1</xref>,<xref ref-type="bibr" rid="ref12">12</xref>].</p><p>PE lessons aim to promote motivation and physical exercise in students [<xref ref-type="bibr" rid="ref12">12</xref>]. However, the role of PE in the school system has led to some criticism concerning the methods and tools that are currently being used during classes, which generate very low interest among pupils and students [<xref ref-type="bibr" rid="ref13">13</xref>]. With specific reference to educational processes connected to physical and sporting activity, the scientific community is now investigating the effects of incorporating devices into traditional teaching in order to increase student motivation and participation [<xref ref-type="bibr" rid="ref14">14</xref>].</p><p>Among the technological tools available today, there are exergames. Their introduction in everyday life contexts not only helps children and young people to achieve the recommended levels of physical activity but also has a positive effect on their lives, as exergames foster the acquisition and development of motor skills and abilities, increasing participation in sporting activity [<xref ref-type="bibr" rid="ref15">15</xref>].</p><p>Exergames&#x2014;also known as active video games&#x2014;are an activity combining video games and motor exercise and requiring physical effort on the part of the child [<xref ref-type="bibr" rid="ref16">16</xref>]. They are characterized by the use of audio or visual feedback on performance compared to traditional physical activity, thus making it more enjoyable [<xref ref-type="bibr" rid="ref16">16</xref>]. These digital motor activities aim to stimulate motor and motivational skills [<xref ref-type="bibr" rid="ref12">12</xref>].</p><p>Exergames are based on the conversion of real movements within a virtual environment, allowing players to be more active by practicing virtual sports, fitness exercises, and other playful physical activities [<xref ref-type="bibr" rid="ref15">15</xref>].</p><p>In addition to making health-promoting behavior more attractive and desirable, exergames also offer numerous advantages, such as increased motivation and engagement and a greater possibility for fun and challenge [<xref ref-type="bibr" rid="ref17">17</xref>]. Their pros are also evident when they are compared with traditional exercises [<xref ref-type="bibr" rid="ref18">18</xref>]. Exergames are more engaging, increasing motivation to train and consequently improving both motor skills, such as balance and mobility [<xref ref-type="bibr" rid="ref17">17</xref>], and cognitive skills [<xref ref-type="bibr" rid="ref18">18</xref>,<xref ref-type="bibr" rid="ref19">19</xref>]. Moreover, they allow players to focus more on the impact of their own movements during the game and less on movements for their own sake [<xref ref-type="bibr" rid="ref20">20</xref>]. Finally, they are easily adaptable to various contexts&#x2014;they require a console and screen or projector&#x2014;and can be carried out either alone or in small groups, encouraging collaboration and cooperation [<xref ref-type="bibr" rid="ref18">18</xref>].</p><p>As claimed by previous reviews, exergames are able to promote a physically active lifestyle in children and young people [<xref ref-type="bibr" rid="ref21">21</xref>,<xref ref-type="bibr" rid="ref22">22</xref>]. However, most of the previous reviews have focused on exergame use in specific contexts and situations, such as nutrition and obesity [<xref ref-type="bibr" rid="ref23">23</xref>-<xref ref-type="bibr" rid="ref25">25</xref>], chronic diseases [<xref ref-type="bibr" rid="ref26">26</xref>,<xref ref-type="bibr" rid="ref27">27</xref>], and physical activity in general [<xref ref-type="bibr" rid="ref15">15</xref>,<xref ref-type="bibr" rid="ref28">28</xref>-<xref ref-type="bibr" rid="ref30">30</xref>]. Specifically, Lamas and colleagues [<xref ref-type="bibr" rid="ref21">21</xref>] have evaluated the effectiveness of using exergames to promote nutrition education and physical activity in children and adolescents. Their review points out the effectiveness of using exergames to promote health and prevent obesity by interventions aimed at increasing children&#x2019;s and adolescents&#x2019; nutritional knowledge and introducing healthier and more balanced diets [<xref ref-type="bibr" rid="ref21">21</xref>]. Other meta-analyses have focused on the benefits of exergames in school settings, specifically regarding PE learning. In particular, they have shown that exergames can improve performance in PE education and suggest using exergames in small classes, limiting the implementation cycle to 1&#x2010;2 months, and selecting games according to different age groups [<xref ref-type="bibr" rid="ref31">31</xref>].</p><p>Although exergames have demonstrated various benefits concerning the health and physical activity of children and young people, no review has been carried out so far on their potential use and benefits in the school setting, exploring not only motor or physical effects but also psychological and cognitive effects.</p><p>Therefore, the aim of this study was to expand and update knowledge on the potential effects of exergames within the school context, considering the past 5 years. A scoping review was conducted to illustrate and analyze the effectiveness of the use of exergames in schools (children aged 6&#x2010;18 years) during PE lessons and play or sports activities, to understand their benefits and advantages, and their future application as inclusive tools.</p></sec><sec id="s2" sec-type="methods"><title>Methods</title><p>This review was conducted according to the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) guidelines [<xref ref-type="bibr" rid="ref32">32</xref>]. Four authors (IB, RN, ER, and SV) searched 3 bibliographic databases from 2019 to June 30, 2024: PubMed, Web of Science, and Scopus. The definitive search strategy is the following string: (&#x201C;physical exercise&#x201D; OR &#x201C;physical education&#x201D;) AND (&#x201C;exergaming&#x201D; OR &#x201C;active video games&#x201D; OR &#x201C;exergames&#x201D; OR &#x201C;interactive videogame&#x201D; OR &#x201C;technology&#x201D;) AND (&#x201C;children&#x201D; OR &#x201C;adolescent&#x201D;) AND (&#x201C;school&#x201D; OR &#x201C;school education&#x201D; OR &#x201C;education&#x201D;) NOT (meta-analysis OR review). For complete details of the search strings, refer to <xref ref-type="supplementary-material" rid="app1">Multimedia Appendix 1</xref>. The search was manually completed, following the PCC (population, concept, and context) format (<xref ref-type="table" rid="table1">Table 1</xref>). We included all scientific studies involving children and adolescents, aged between 6 and 18 years, interacting with exergames during PE hours. We excluded papers not written in English, reviews and meta-analyses, and articles on adult participants or animals. We also excluded studies that used other types of technologies during PE hours or technologies with an evaluative purpose of sports performance and studies not related to the school setting.</p><table-wrap id="t1" position="float"><label>Table 1.</label><caption><p>PCC (population, concept, and context) format.</p></caption><table id="table1" frame="hsides" rules="groups"><thead><tr><td align="left" valign="top">Components</td><td align="left" valign="top">Description</td></tr></thead><tbody><tr><td align="left" valign="top">Population (P)</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Children and adolescents aged 6-18 years</p></list-item></list></td></tr><tr><td align="left" valign="top">Concept (C)</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Experimental study with random or nonrandomized assignment, quasi-experimental study, cross-sectional study, natural experiment, and uncontrolled trial within exergames to assess motor, psychological, and cognitive skills</p></list-item><list-item><p>Exergames&#x2014;devices using a digital game-based exercise system (eg, consoles such as Xbox 360 Kinect, HOPSports Brain Breaks, and Nintendo Wii Fit)</p></list-item></list></td></tr><tr><td align="left" valign="top">Context (C)</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Exergames during physical education lessons and other physical activity hours at school</p></list-item></list></td></tr></tbody></table></table-wrap><p>All record titles and abstracts retrieved from the database search were screened by 4 blinded reviewers (IB, RN, ER, and SV), who excluded studies that did not meet the eligibility criteria. The same authors proceeded with the full-text screening of retained papers according to the inclusion criteria. In case of discordant opinions, the 4 authors voted to reach a decision. Interrater agreement was evaluated with the Fleiss kappa statistic (&#x03BA;) [<xref ref-type="bibr" rid="ref33">33</xref>,<xref ref-type="bibr" rid="ref34">34</xref>]. Data from the articles were extracted into an extraction table, which includes columns for authors and year of publication; sample size, age, experimental groups, and country; methodology and duration of the sessions; outcome measures; and results.</p></sec><sec id="s3" sec-type="results"><title>Results</title><p>Our search from 3 databases produced 1694 articles. After screening titles and abstracts and removing duplicates, there were 57 articles. A total of 25 articles were included in this review. The PRISMA-ScR flowchart is shown in <xref ref-type="fig" rid="figure1">Figure 1</xref>. The interrater reliability for full-text screening was substantial across authors, with &#x03BA;=0.65, &#x03BA;=0.72, &#x03BA;=0.68, and &#x03BA;=0.71 [<xref ref-type="bibr" rid="ref33">33</xref>,<xref ref-type="bibr" rid="ref34">34</xref>].</p><fig position="float" id="figure1"><label>Figure 1.</label><caption><p>PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) flow diagram. PA: physical activity; PE: physical education.</p></caption><graphic alt-version="no" mimetype="image" position="float" xlink:type="simple" xlink:href="pediatrics_v8i1e71416_fig01.png"/></fig><p><xref ref-type="table" rid="table2">Table 2</xref> summarizes the 25 studies included in this review, that is, research that used exergames within PE school hours. In two cases, the sample of study is the same but with different statistical analyses and research objectives. They are indicated by footnotes in the table.</p><table-wrap id="t2" position="float"><label>Table 2.</label><caption><p>Studies comprising the use of exergames in physical education during school hours.</p></caption><table id="table2" frame="hsides" rules="groups"><thead><tr><td align="left" valign="top">Reference</td><td align="left" valign="top">Sample, age, country, and groups</td><td align="left" valign="top">Methodology and durations</td><td align="left" valign="top">Outcome measures</td><td align="left" valign="top">Results</td></tr></thead><tbody><tr><td align="left" valign="top">Andrade et al (2019)<sup><xref ref-type="table-fn" rid="table2fn1">a</xref></sup> [<xref ref-type="bibr" rid="ref35">35</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>140 participants (59 males)</p></list-item><list-item><p>Age range: 7&#x2010;11 years (mean 9.41, SD 0.68 years)</p></list-item><list-item><p>Country: Brazil</p></list-item><list-item><p>EG<sup><xref ref-type="table-fn" rid="table2fn2">b</xref></sup>: 68 students (mean age 8.85, SD 0.44 years)</p></list-item><list-item><p>CG<sup><xref ref-type="table-fn" rid="table2fn3">c</xref></sup>: 72 students (mean age 9.96, SD 0.31 years)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Nonrandomized controlled study</p></list-item><list-item><p>1 week</p></list-item><list-item><p>EG intervention: three 40-minute sessions with Just Dance 2015 exergame, Xbox 360 Kinect console</p></list-item><list-item><p>CG intervention: 3 regular PE<sup><xref ref-type="table-fn" rid="table2fn4">d</xref></sup> classes</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Anthropometric measures: weight (kg) and height (m), BMI (kg/m<sup>2</sup>)</p></list-item><list-item><p>BRUMS<sup><xref ref-type="table-fn" rid="table2fn5">e</xref></sup> to assess mood in 6 dimensions: 3 psychological states (feeling of depression, anger, and mental confusion) and 3 psychosomatic states (fatigue, tension, and vigor)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Posttest, EG tension and mental confusion reduced, vigor increased</p></list-item><list-item><p>Significant time effect on mental confusion and tension for all participants</p></list-item><list-item><p>Significant group difference on vigor (higher EG than CG)</p></list-item><list-item><p>Significant time-group effect on fatigue</p></list-item></list></td></tr><tr><td align="left" valign="top">Andrade et al (2020)<sup><xref ref-type="table-fn" rid="table2fn1">a</xref></sup> [<xref ref-type="bibr" rid="ref36">36</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>140 participants (59 males)</p></list-item><list-item><p>Age range: 7&#x2010;11 years (mean 9.41, SD 0.48 years)</p></list-item><list-item><p>Country: Brazil</p></list-item><list-item><p>EG: 68 students (male: mean age 8.77, SD 0.58 years; female: mean age 8.88, SD 0.39 years)</p></list-item><list-item><p>CG: 72 students (male: mean age 9.46, SD 0.77 years; female: mean age 9.38, SD 0.62 years)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Cluster-randomized natural experiment</p></list-item><list-item><p>1 week</p></list-item><list-item><p>EG intervention: three 40-minute sessions with Just Dance 2015 exergame, Xbox 360 Kinect console</p></list-item><list-item><p>CG intervention: 3 regular PE classes</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Anthropometric measures: weight (kg) and height (m), BMI (kg/m<sup>2</sup>)</p></list-item><list-item><p>BRUMS to assess mood in 6 dimensions: 3 psychological states (feeling of depression, anger, and mental confusion) and 3 psychosomatic states (fatigue, tension, and vigor)</p></list-item><list-item><p>Rosenberg Self-Esteem Scale</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Posttest, higher tension in EG boys than in CG boys; vigor is higher among girls from the EG compared to the CG</p></list-item><list-item><p>EG boys had higher levels of anger than girls</p></list-item><list-item><p>CG boys had lower scores for mental confusion than girls</p></list-item><list-item><p>CG boys have lower anger, mental confusion, and higher self-esteem than EG boys</p></list-item><list-item><p>EG girls have moderate magnitudes, higher vigor, and lower mental confusion vs CG</p></list-item></list></td></tr><tr><td align="left" valign="top">Balasekaran et al (2021) [<xref ref-type="bibr" rid="ref37">37</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>113 participants (47 males)</p></list-item><list-item><p>Age range: 8&#x2010;11 years (mean 9.68, SD 0.95 years)</p></list-item><list-item><p>Country: Singapore</p></list-item><list-item><p>EG: 48 students (mean age 9.71, SD 0.99 years)</p></list-item><list-item><p>CG: 65 students (mean age 9.66, SD 0.94 years)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Quasi-experimental study</p></list-item><list-item><p>10 weeks</p></list-item><list-item><p>EG intervention: 3&#x2010;5 minutes daily during class time 5 days per week with HOPSports Brain Breaks, Physical Activity Solutions&#x2019; videos</p></list-item><list-item><p>Use of video projectors</p></list-item><list-item><p>CG intervention: usual academic activity</p></list-item></list></td><td align="left" valign="top">APAS<sup><xref ref-type="table-fn" rid="table2fn6">f</xref></sup> to assess beliefs, attitudes, and self-efficacy PA<sup><xref ref-type="table-fn" rid="table2fn7">g</xref></sup> (test pre-post)</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Significant increase in the mean APAS scores for both groups</p></list-item><list-item><p>Significant group effect on importance, learning, self-efficacy, fun, and fitness</p></list-item><list-item><p>Significant time-group interaction effects for all APAS scores</p></list-item><list-item><p>Increase APAS scores in EG at posttest vs CG</p></list-item><list-item><p>Significant gender difference (males have higher self-efficacy) in post-F3 for EG</p></list-item></list></td></tr><tr><td align="left" valign="top">Bonnema et al (2022) [<xref ref-type="bibr" rid="ref38">38</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>122 participants (42 males)</p></list-item><list-item><p>Age range: 11&#x2010;12 years (mean 11.92, SD 0.36 years)</p></list-item><list-item><p>Country: South Africa</p></list-item><list-item><p>EG: 73 students (mean age 11.85, SD 0.38 years)</p></list-item><list-item><p>CG: 49 students (mean age 12.02, SD 0.31 years)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Nonrandomized intervention study</p></list-item><list-item><p>Daily PE intervention for 12 weeks</p></list-item><list-item><p>EG intervention: HOPSports Brain Breaks + standard PE</p></list-item><list-item><p>CG intervention: no video program, standard PE</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Eurofit test to assess physical fitness</p></list-item><list-item><p>20 m SRT<sup><xref ref-type="table-fn" rid="table2fn8">h</xref></sup> for cardiovascular endurance</p></list-item><list-item><p>10 &#x00D7; 5 m shuttle test for running speed, agility</p></list-item><list-item><p>Plate tapping test for speed of limb movement</p></list-item><list-item><p>Stork balance test for balance</p></list-item><list-item><p>Sit-and-reach test for hamstring flexibility</p></list-item><list-item><p>Standing long jump test for abdominal strength</p></list-item><list-item><p>Anthropometric measures: body mass, stature, skinfolds, and BMI</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>EG improve in all the physical fitness components</p></list-item><list-item><p>Significant differences between the EG and CG groups in body fat, stork balance, plate tapping, sit-and-reach, standing jump, sit-ups, 10 &#x00D7; 5 m shuttle run, and 20 m shuttle run</p></list-item></list></td></tr><tr><td align="left" valign="top">Chae et al (2022) [<xref ref-type="bibr" rid="ref39">39</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>109 participants (50 males)</p></list-item><list-item><p>Age range: 15&#x2010;17 years (male: mean 16, SD 0.71 years; female: mean 15.7, SD 0.61 years)</p></list-item><list-item><p>Country: Republic of Korea</p></list-item><list-item><p>EG: 50 students</p></list-item><list-item><p>CG: 59 students</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Nonequivalent control group with a nonsynchronized pretest-posttest design</p></list-item><list-item><p>12 weeks</p></list-item><list-item><p>EG intervention: 30 minutes, 5 times a week (3 during lunch break and 2 during PE class)</p></list-item><list-item><p>Exergame: Wii Fit</p></list-item><list-item><p>Console: Nintendo Wii Sports (bowling, boxing, tennis, cycling, table tennis, and basketball)</p></list-item><list-item><p>CG intervention: usual activity, no intervention</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Sociodemographic questionnaire self-reported</p></list-item><list-item><p>Anthropometric measures: BMI (InBody J10); waist circumference (Tanita retractable ruler)</p></list-item><list-item><p>Physiological factor: Cholestech LDX</p></list-item><list-item><p>Analyzer Blood test: lipids, HDL<sup><xref ref-type="table-fn" rid="table2fn9">i</xref></sup>, LDL<sup><xref ref-type="table-fn" rid="table2fn10">j</xref></sup>, total cholesterol, triglyceride, and glucose level</p></list-item><list-item><p>Pedometer: Fitbit Zip (daily steps) in school</p></list-item><list-item><p>Weekday sitting time</p></list-item><list-item><p>Program satisfaction using 5 open-ended questions</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Significant differences between the groups in skeletal muscle mass, waist circumference, HDL-cholesterol, LDL-cholesterol, and weekend sitting time</p></list-item><list-item><p>Significant group and time interactions were found for skeletal muscle mass and waist circumference</p></list-item><list-item><p>HDL-cholesterol increased</p></list-item><list-item><p>EG decreased in CG, with a significant between-group difference</p></list-item><list-item><p>LDL levels increased in CG, with a significant between-group difference</p></list-item><list-item><p>Weekend daily sitting time significantly decreased in EG compared with CG</p></list-item></list></td></tr><tr><td align="left" valign="top">Dantas et al (2022) [<xref ref-type="bibr" rid="ref40">40</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>32 participants (males not specified)</p></list-item><list-item><p>Age range: 8&#x2010;10 years</p></list-item><list-item><p>Country: Brazil</p></list-item><list-item><p>EG: 22 students (mean age 8.73, SD 0.76 years)</p></list-item><list-item><p>CG: 10 students (mean age 8.30, SD 0.67 years)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Quasi-experimental research</p></list-item><list-item><p>Randomized groups</p></list-item><list-item><p>Evaluation before and after 16 weeks</p></list-item><list-item><p>Duration of the intervention is not specified</p></list-item><list-item><p>EG intervention: Just Dance 2015 exergame (20 minutes); Microsoft Xbox One console; Kinect accessory</p></list-item><list-item><p>CG intervention: routine activities planned</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Sit-and-reach test (Wells and Dillon) to assess flexibility</p></list-item><list-item><p>Arm flexion and abdominal tests to assess strength and resistance</p></list-item><list-item><p>Body weight</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Significant changes in flexibility for EG</p></list-item><list-item><p>EG presented significant adaptation for the upper limb strength</p></list-item><list-item><p>There were no significant changes in the variable abdominal strength</p></list-item></list></td></tr><tr><td align="left" valign="top">Garc&#x00ED;a-Mass&#x00F3; et al (2023) [<xref ref-type="bibr" rid="ref41">41</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>30 participants (16 male)</p></list-item><list-item><p>Age range: 12&#x2010;14 years Country: Spain</p></list-item><list-item><p>EHCLG<sup><xref ref-type="table-fn" rid="table2fn11">k</xref></sup>: 10 students (mean age 13, SD 1 year)</p></list-item><list-item><p>ELCLG<sup><xref ref-type="table-fn" rid="table2fn12">l</xref></sup>: 10 students (mean age 13, SD 1 year)</p></list-item><list-item><p>CG: 10 students (mean age 13, SD 1 year)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Quasi-experimental study</p></list-item><list-item><p>2 weeks</p></list-item><list-item><p>EHCLG intervention: two 45-minute sessions per week</p></list-item><list-item><p>Exergame: Feline Runner, Hungry Monster, Whack-a-Slime Wii Balance Board, LabVIEW, and 15ʺ laptop</p></list-item><list-item><p>ELCLG intervention: two 45-minute sessions per week</p></list-item><list-item><p>Exergame: Feline Runner, Hungry Monster, Whack-a-Slime Wii Balance Board, LabVIEW, and 15ʺ laptop</p></list-item><list-item><p>CG intervention: traditional PE</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Five tests (quiet standing with eyes open and eyes closed, forward limit of stability, pattern tracking in an anterior-posterior direction, and pattern tracking in medial-lateral direction) to assess postural control and stability on the Wii Balance Board</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Significant differences between groups after the intervention</p></list-item><list-item><p>&#x201C;Forward limit of stability&#x201D; was significantly higher in the group who trained with high-cognitive-load exergames compared with the group who trained with traditional physical education exercises</p></list-item><list-item><p>Significant intragroup differences between the initial and final assessments for the training groups assigned to both high- and low-cognitive-load exergames</p></list-item><list-item><p>Significant difference between pre- and postassessments after training in low-cognitive-load exergames, only in the anterior-posterior axis</p></list-item></list></td></tr><tr><td align="left" valign="top">Goncalves et al (2024) [<xref ref-type="bibr" rid="ref42">42</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>79 children (34 girls and 45 boys)</p></list-item><list-item><p>Age range: 7&#x2010;11 years (mean 8.91, SD 1.21 years)</p></list-item><list-item><p>Country: France</p></list-item><list-item><p>EG: 79 children</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Pilot interventional study</p></list-item><list-item><p>Pre-post design</p></list-item><list-item><p>3 weeks</p></list-item><list-item><p>Habituation phase: 4 sessions of 30 minutes, 1 week apart</p></list-item><list-item><p>Intervention: 30-minute DPA<sup><xref ref-type="table-fn" rid="table2fn13">m</xref></sup> sessions using Play L&#x00DC; Exergame platform combined with a motor skills circuit</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>PLAYself tool to assess physical literacy</p></list-item><list-item><p>Academic performance measured using standardized math and French tests from the French Ministry of Education</p></list-item><list-item><p>Soft skills (motivation, self-efficacy, and concentration) evaluated through adapted, brief questions on a visual analog scale completed by students, and through short interviews with teachers who rated observed changes in their classrooms on a 1 to 10 scale</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Increased scores for physical literacy</p></list-item><list-item><p>Increased motivation in mathematics</p></list-item><list-item><p>General improvement in concentration in class</p></list-item><list-item><p>Higher academic achievement, concentration, and self-efficacy in French</p></list-item><list-item><p>No significant changes observed in academic performance or self-efficacy in mathematics</p></list-item></list></td></tr><tr><td align="left" valign="top">Irandoust et al (2021) [<xref ref-type="bibr" rid="ref43">43</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>59 participants with obesity (59 males)</p></list-item><list-item><p>Age range: not specified</p></list-item><list-item><p>Country: Iran</p></list-item><list-item><p>VGG<sup><xref ref-type="table-fn" rid="table2fn14">n</xref></sup>: 21 students (mean age 8.91, SD 1.21 years)</p></list-item><list-item><p>AEG<sup><xref ref-type="table-fn" rid="table2fn15">o</xref></sup>: 18 students (mean age 9.30, SD 1.30 years)</p></list-item><list-item><p>CG: 20 students (mean age 8.95, SD 1.15 years)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Randomized, controlled, single-blinded study</p></list-item><list-item><p>12 weeks</p></list-item><list-item><p>VGG intervention: 3 sessions of 60 minutes per week</p></list-item><list-item><p>Exergame: Wii Sports, Kinect Ultimate Sports, Wii Fit, and Just Dance using the Xbox Kinect game</p></list-item><list-item><p>AEG intervention: 3 sessions of 60&#x2010;70 minutes per week</p></list-item><list-item><p>CG intervention: usual PA</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Anthropometrics measures: height (cm), weight (kg), body fat (%), WHR<sup><xref ref-type="table-fn" rid="table2fn16">p</xref></sup>, and BMI (kg/m<sup>2</sup>)</p></list-item><list-item><p>Cardiovascular fitness variables: SBP<sup><xref ref-type="table-fn" rid="table2fn17">q</xref></sup> (mm Hg) and DBP<sup><xref ref-type="table-fn" rid="table2fn18">r</xref></sup> (mm Hg)</p></list-item><list-item><p>A portable spirometer to measure FVC<sup><xref ref-type="table-fn" rid="table2fn19">s</xref></sup> and FEV1<sup><xref ref-type="table-fn" rid="table2fn20">t</xref></sup></p></list-item><list-item><p>The Borg RPE<sup><xref ref-type="table-fn" rid="table2fn21">u</xref></sup> scale was used to determine the exercise intensity</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Lower weight and BMI in VGG and AEG in postintervention and follow-up compared to preintervention</p></list-item><list-item><p>Improvements in FVC and FEV1 in VGG and AEG in postintervention and follow-up compared to preintervention</p></list-item><list-item><p>CG has higher weight and BMI, and worse FVC and FEV1 in postintervention and follow-up vs VGG and AEG</p></list-item></list></td></tr><tr><td align="left" valign="top">Ji et al (2023) [<xref ref-type="bibr" rid="ref44">44</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>30 participants with mild to moderate ADHD<sup><xref ref-type="table-fn" rid="table2fn22">v</xref></sup> (26 males)</p></list-item><list-item><p>Age range: 8&#x2010;12 years</p></list-item><list-item><p>Country: Republic of Korea</p></list-item><list-item><p>EG: 16 students (mean age 9, SD 1.46 years)</p></list-item><list-item><p>CG: 14 students (mean age 8.85, SD 1.63 years)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Randomized controlled trial</p></list-item><list-item><p>4 weeks</p></list-item><list-item><p>EG intervention: 50 min/day, 3 days per week</p></list-item><list-item><p>Exergame: Alchemist&#x2019;s Treasure (D&#x0026;J Humancare)</p></list-item><list-item><p>CG intervention: 50 min/day, 3 days per week using a stationary bike</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Anthropometric measures: height (cm), weight (kg), BMI (kg/m<sup>2</sup>)</p></list-item><list-item><p>Go/No-go task and EEG<sup><xref ref-type="table-fn" rid="table2fn23">w</xref></sup> to measure the capacity to sustain attention and response control</p></list-item><list-item><p>FAIR<sup><xref ref-type="table-fn" rid="table2fn24">x</xref></sup> test to assess attention and concentration</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Both the EG and CG had significantly increased selective attention, continuous attention, and self-control on the FAIR test</p></list-item><list-item><p>Both the EG and CG had significantly reduced response time on the Go/No-go test; for the Go response, the N2 amplitude was increased in Fz in EG but not in CG</p></list-item></list></td></tr><tr><td align="left" valign="top">Ketelhut et al (2022) [<xref ref-type="bibr" rid="ref45">45</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>34 students (17 males)</p></list-item><list-item><p>Age range: not specified (mean 10.5, SD 0.7 years)</p></list-item><list-item><p>Country: Germany</p></list-item><list-item><p>EG: 18 students (mean age 10.5, SD 0.7 years)</p></list-item><list-item><p>CG: 16 students (mean age 10.5, SD 0.6 years)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>2-armed randomized controlled trial</p></list-item><list-item><p>12 weeks</p></list-item><list-item><p>EG intervention: 15&#x2010;20 min/day, 2 times per week, and normal PE class, 2 times per week</p></list-item><list-item><p>Exergame: &#x201C;Sphery Racer&#x201D; in Exercube</p></list-item><list-item><p>CG intervention: normal PE class, 2 times per week</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Anthropometric measures: BMI (kg/m<sup>2</sup>), WHtR<sup><xref ref-type="table-fn" rid="table2fn25">y</xref></sup></p></list-item><list-item><p>Physical fitness: 20-meter sprint test, using portable electronic timing gates (kettlebell sport); CMJ<sup><xref ref-type="table-fn" rid="table2fn26">z</xref></sup> using Optojump photocell system, a validated tool for assessing jump height</p></list-item><list-item><p>Aerobic fitness: SRT</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>A significant group-time interaction in CMJ performance, with a significant increase in jumping height in the EG and a significant decrease in the CG</p></list-item><list-item><p>Sprint test performance significantly improved in the EG but not in the CG, revealing significant interaction effects and a large effect size</p></list-item><list-item><p>Significant group-time interactions and a large effect size were observed for the SRT, with a significant increase in distance covered in the EG</p></list-item></list></td></tr><tr><td align="left" valign="top">Kolovelonis et al (2023) [<xref ref-type="bibr" rid="ref46">46</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>122 participants (63 males)</p></list-item><list-item><p>Age: not specified (mean 9.98, SD 0.59 years); 4th- to 5th-grade elementary school</p></list-item><list-item><p>Country: Greece</p></list-item><list-item><p>1st sample study: 74 participants (36 male) with no exergame experience</p></list-item><list-item><p>EG: 38 students</p></list-item><list-item><p>CG (waitlist-CG): 36 students</p></list-item><list-item><p>2nd sample study: 48 participants (27 males) with exergame experience</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>1st study: a 2-group, repeated measures, cross-over quasi-experimental design</p></list-item><list-item><p>Single session</p></list-item><list-item><p>EG intervention: single exergames PE session</p></list-item><list-item><p>Exergame: Just Dance 2015</p></list-item><list-item><p>Console: Xbox One Kinect</p></list-item><list-item><p>CG intervention: exergame session after posttest</p></list-item><list-item><p>2nd study: a repeated measures, within-subjects design</p></list-item><list-item><p>Single session</p></list-item><list-item><p>Single exergame PE session</p></list-item><list-item><p>2 months after a 4-week cognitive intervention with stimulating physical activity games</p></list-item><list-item><p>Exergame: Just Dance 2015</p></list-item><list-item><p>Console: Xbox One Kinect</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>DF<sup><xref ref-type="table-fn" rid="table2fn27">aa</xref></sup> to assess executive functions according to three conditions: (1) measuring design fluency, (2) measuring inhibition, and (3) measuring cognitive flexibility</p></list-item><list-item><p>Situational Interest Scale to assess students&#x2019; situational interest according to 4 dimensions (total interest, instant enjoyment, exploration, and novelty)</p></list-item></list></td><td align="left" valign="top">1st study<break/>Exergame effect on EG<list list-type="bullet"><list-item><p>Significant time-group interaction in the 3 test condition scores (in particular, significant interaction for conditions 1 and 3, no significant interaction for condition 2) and in the total DF score</p></list-item><list-item><p>Both groups showed higher scores at time 2 (significant higher improvement for EG)</p><p>Exergame effect on CG:</p></list-item><list-item><p>Significant improvement in total DF score in CG after receiving exergames</p></list-item><list-item><p>Significant effect for time (time 2 and time 3 measures) on the 3 conditions&#x2019; scores</p></list-item><list-item><p>Significant improvement in all 3 test conditions</p></list-item><list-item><p>Students&#x2019; situational interest:</p></list-item><list-item><p>High scores in all dimensions</p></list-item><list-item><p>2nd study:</p></list-item><list-item><p>Significant effect in total DF scores from pretest to posttest</p></list-item></list></td></tr><tr><td align="left" valign="top">Lau et al (2020) [<xref ref-type="bibr" rid="ref47">47</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>203 participants with intellectual disability (86 males)</p></list-item><list-item><p>Age range: 8&#x2010;18 years (mean 12.8, SD 2.8 years)</p></list-item><list-item><p>Country: Hong Kong</p></list-item><list-item><p>EG: 125 students</p></list-item><list-item><p>CG: 78 students</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Standard 2-arm parallel, single-blinded study</p></list-item><list-item><p>12 weeks</p></list-item><list-item><p>EG intervention: two 30-minute sessions per week</p></list-item><list-item><p>Exergame: Xbox Sport Season 1 and Sport Season 2</p></list-item><list-item><p>Console: Xbox 360 Kinect</p></list-item><list-item><p>CG intervention: usual PA</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Anthropometric measures: height (cm), weight (kg), BMI (kg/m<sup>2</sup>), and body fat (%)</p></list-item><list-item><p>ActiGraph GT3X accelerometers to assess PA</p></list-item><list-item><p>BOT-2 short form to assess motor proficiency</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Significant increases in BMI, % body fat, and motor proficiency within both groups at posttest</p></list-item></list>BOT-2<sup><xref ref-type="table-fn" rid="table2fn28">ab</xref></sup>:<list list-type="bullet"><list-item><p>Significant increase in EG and CG at posttest</p></list-item><list-item><p>No significant group differences in BMI, PA levels, or motor proficiency</p></list-item></list></td></tr><tr><td align="left" valign="top">Liang et al (2020) [<xref ref-type="bibr" rid="ref48">48</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>87 participants (54 males)</p></list-item><list-item><p>Age range: 9&#x2010;12 years</p></list-item><list-item><p>Country: Hong Kong</p></list-item><list-item><p>EG: 30 students (mean age 10.5, SD 0.7 years)</p></list-item><list-item><p>CG: 57 students (mean age 10.4, SD 0.8 years)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Quasi-experimental study</p></list-item><list-item><p>8 weeks</p></list-item><list-item><p>EG intervention: two 1-hour sessions per week</p></list-item><list-item><p>Exergame: Kinect Adventures</p></list-item><list-item><p>Console: Xbox 360 Kinect CG intervention: usual PA</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Anthropometric measures: height (cm), weight (kg), BMI (kg/m<sup>2</sup>), percentage body fat (%)</p></list-item><list-item><p>ActiGraph GT3X-GT3X+ accelerometers to assess PA and sedentary time (min/day)</p></list-item><list-item><p>Questionnaires measuring PA-related psychosocial factors (enjoyment, self-efficacy, and social support)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>No significant group differences in BMI or body</p></list-item></list>Accelerometers:<list list-type="bullet"><list-item><p>No significant group differences in daily sedentary time</p></list-item><list-item><p>Significant treatment effect on after-school sedentary time</p></list-item><list-item><p>Significant group differences on LPA<sup><xref ref-type="table-fn" rid="table2fn29">ac</xref></sup></p></list-item><list-item><p>Significant treatment effect on LPA and CPM<sup><xref ref-type="table-fn" rid="table2fn30">ad</xref></sup></p></list-item><list-item><p>No significant group differences between MPA<sup><xref ref-type="table-fn" rid="table2fn31">ae</xref></sup> and VPA<sup><xref ref-type="table-fn" rid="table2fn32">af</xref></sup></p></list-item><list-item><p>No significant group differences in PA-related psychosocial factors</p></list-item></list></td></tr><tr><td align="left" valign="top">McDonough et al (2021) [<xref ref-type="bibr" rid="ref49">49</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>47 participants (22 males)</p></list-item><list-item><p>Age range: not specified (mean 11.8, SD 1.3 years)</p></list-item><list-item><p>Country: United States</p></list-item><list-item><p>EG: 47 students</p></list-item><list-item><p>CG: not used</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Cross-sectional study</p></list-item><list-item><p>Duration not specified</p></list-item><list-item><p>EG intervention: 2 separate 15-minute exergaming sessions first in small groups (n=3 to 4), then in full class (n=23 to 24)</p></list-item><list-item><p>Exergame: Xbox One Kinect, Just Dance</p></list-item><list-item><p>CG intervention: not used</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Anthropometric measures: height (cm), weight (kg), body fat (%)</p></list-item><list-item><p>ActiGraph GT3X+accelerometers to measure participants&#x2019; duration in SB<sup><xref ref-type="table-fn" rid="table2fn33">ag</xref></sup>, LPA, MVPA<sup><xref ref-type="table-fn" rid="table2fn34">ah</xref></sup>, and steps</p></list-item><list-item><p>PA-enjoyment and PA-self-efficacy were evaluated using a 5-point Likert scale</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Participants spent more time in SB during the full-class session vs the small-groups session, and more time in MVPA during the small-groups session vs the full-class session</p></list-item><list-item><p>Participants had greater enjoyment during the small-groups session vs the full-class session</p></list-item><list-item><p>No differences between exergaming sessions for time in LPA and self-efficacy</p></list-item></list></td></tr><tr><td align="left" valign="top">McGann et al (2020) [<xref ref-type="bibr" rid="ref50">50</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>40 participants (21 males)</p></list-item><list-item><p>Age range: 5&#x2010;7 years</p></list-item><list-item><p>Country: Republic of Ireland</p></list-item><list-item><p>EG: 20 students (mean age 6.3 years)</p></list-item><list-item><p>CG: 20 students (mean age 6.4 years)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Randomized trial</p></list-item><list-item><p>8 weeks</p></list-item><list-item><p>EG intervention: purpose-built exergames + standard PE (1 hour, once a week, 8 lessons)</p></list-item><list-item><p>Four purpose-built exergames developed through Scratch Editor and Kinect 3D sensors: Hop Ball, Jump Ball, Slide Ball, and Alien Attack</p></list-item><list-item><p>CG intervention: commercial exergames + standard PE (1 hour, once a week, 8 lessons)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>TGMD-2<sup><xref ref-type="table-fn" rid="table2fn35">ai</xref></sup> to assess locomotor skills</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>No significant differences between groups at pretest</p></list-item><list-item><p>Both groups improved in some locomotor skills at posttest</p></list-item><list-item><p>Purpose-built exergames had a significantly stronger effect on all user locomotor outcomes compared to commercial exergames (one locomotor skill)</p></list-item></list></td></tr><tr><td align="left" valign="top">Medeiros et al (2020) [<xref ref-type="bibr" rid="ref51">51</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>64 participants (30 males)</p></list-item><list-item><p>Age range: 8&#x2010;10 years (mean 9.09, SD 0.75 years)</p></list-item><list-item><p>Country: Brazil</p></list-item><list-item><p>EG: 32 students</p></list-item><list-item><p>CG: 32 students</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Blind randomized trial</p></list-item><list-item><p>9 weeks</p></list-item><list-item><p>EG intervention: two 45-minute sessions per week</p></list-item><list-item><p>Exergame: Kinect Sports 1 and 2 and Kinect Adventures</p></list-item><list-item><p>Console: Xbox 360 Kinect</p></list-item><list-item><p>CG intervention: regular PE classes</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>TGMD-2 to assess motor skills</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Significant improvements in both groups in different motor skills (EG 10/12 motor skills)</p></list-item><list-item><p>No significant differences related to the intervention effect between EG vs CG</p></list-item></list></td></tr><tr><td align="left" valign="top">Mok et al (2020) [<xref ref-type="bibr" rid="ref52">52</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>3036 participants (1496 males)</p></list-item><list-item><p>Age range: 8&#x2010;11 years</p></list-item><list-item><p>Countries: Croatia, Lithuania, Macedonia, Poland, Romania, Serbia, South Africa, and Turkey</p></list-item><list-item><p>EG: 1914 students</p></list-item><list-item><p>CG: 1122 students</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Quasi-experimental design</p></list-item><list-item><p>10 weeks</p></list-item><list-item><p>EG intervention: 3&#x2010;5 minute video, twice a day, 5 days per week during class time</p></list-item><list-item><p>HOPSports Brain Breaks Physical Activity Solutions&#x2019; videos</p></list-item><list-item><p>Use of video projectors</p></list-item><list-item><p>CG intervention: usual academic activity</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Anthropometric measures: BMI (kg/m<sup>2</sup>)</p></list-item><list-item><p>APAS to assess PA beliefs, attitudes, and self-efficacy</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Significant time-group effect for BMI and all APAS variables except fitness</p></list-item><list-item><p>Significant increase in EG attitudes toward PA for self-efficacy and learning when compared to CG</p></list-item></list></td></tr><tr><td align="left" valign="top">Quintas et al (2020)<sup><xref ref-type="table-fn" rid="table2fn36">aj</xref></sup> [<xref ref-type="bibr" rid="ref53">53</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>417 participants (195 males)</p></list-item><list-item><p>Age range: 10&#x2010;12 years (mean 11.2, SD 1.7 years)</p></list-item><list-item><p>Country: Spain</p></list-item><list-item><p>EG: 226 students</p></list-item><list-item><p>CG: 191 students</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Natural experiment with a nonrandomized controlled design</p></list-item><list-item><p>12 sessions for 4 weeks</p></list-item><list-item><p>EG intervention: corporal language session + Just Dance Now exergame + productive dance</p></list-item><list-item><p>Virtual platform: ClassDojo</p></list-item><list-item><p>CG intervention: corporal language session + dancing different dance styles without exergame + productive dance</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Perceived Locus of Causality Scale to assess motivation</p></list-item><list-item><p>Dispositional Flow Scale 2 to assess flow state</p></list-item><list-item><p>Basic Psychological Needs in Exercise Scale (competence, autonomy, and relatedness)</p></list-item><list-item><p>Qualitative evaluation of the teacher for Rhythmic Motor Skills (1&#x2010;5 points)</p></list-item><list-item><p>Qualitative evaluation of the teacher for Commitment and Behavior Learning (1&#x2010;5 points)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Better positive gamified exergaming effects on basic psychological needs, commitment to and behavior toward learning and 2 flow dimensions (autotelic experience and time transformation)</p></list-item><list-item><p>No interaction effects (time-treatment) in intrinsic motivation, external regulation, and decreased motivation for EG</p></list-item></list></td></tr><tr><td align="left" valign="top">Quintas-Hij&#x00F3;s et al<sup><xref ref-type="table-fn" rid="table2fn36">aj</xref></sup> (2020) [<xref ref-type="bibr" rid="ref12">12</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>417 participants (195 males)</p></list-item><list-item><p>Age range: 10&#x2010;12 years (mean 11.1, SD 1.7 years)</p></list-item><list-item><p>Country: Spain</p></list-item><list-item><p>EG: 226 students</p></list-item><list-item><p>CG: 191 students, 8 teachers (6 males; mean age 37.5, SD 6.12 years)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Natural experiment, nonrandomized controlled design</p></list-item><list-item><p>4 or 6 weeks</p></list-item><list-item><p>EG intervention: 135 minutes/week (9 hours total)</p></list-item><list-item><p>MDA<sup><xref ref-type="table-fn" rid="table2fn37">ak</xref></sup> architecture</p></list-item><list-item><p>Exergame: Just Dance Now</p></list-item><list-item><p>Virtual platform: ClassDojo</p></list-item><list-item><p>CG intervention: traditional didactic teaching of dance in Spanish PE</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Qualitative measures: field notes and OQQ<sup><xref ref-type="table-fn" rid="table2fn38">al</xref></sup></p></list-item><list-item><p>Focus groups (n=56 students)</p></list-item><list-item><p>Individual semistructured interviews (4 students; 8 teachers)</p></list-item><list-item><p>Thematic analysis and COREQ-32<sup><xref ref-type="table-fn" rid="table2fn39">am</xref></sup> for results analysis</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Greatest difficulty expressed: working in groups, complexity of dances, body expression, adapting to the song and the choreography, and making group decisions</p></list-item><list-item><p>Frequently shared feelings or opinions: enjoyment, embarrassment, positivity, motivation, fun, creativity, motor learning</p></list-item></list></td></tr><tr><td align="left" valign="top">Rega&#x00EF;eg et al (2021) [<xref ref-type="bibr" rid="ref54">54</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>24 participants with intellectual disability (13 males)</p></list-item><list-item><p>Age range: 7&#x2010;10 years</p></list-item><list-item><p>Country: France</p></list-item><list-item><p>EG: 12 students (mean age 9.42, SD 1.65 years)</p></list-item><list-item><p>CG: 12 students (mean age 8.42, SD 1.08 years)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Quasi-experimental study</p></list-item><list-item><p>10 weeks</p></list-item><list-item><p>EG intervention: two 60-minute sessions per week</p></list-item><list-item><p>Hybrid program (30-minute virtual game and 30-minute real game)</p></list-item><list-item><p>Exergames: Kinect Adventures</p></list-item><list-item><p>Consoles: Wii Nintendo and Xbox 360 Kinect</p></list-item><list-item><p>CG intervention: adapted football and long jump in PE classes</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>TGMD-2 to assess FMS<sup><xref ref-type="table-fn" rid="table2fn40">an</xref></sup></p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Significant intervention effect and time-group effect on the LS<sup><xref ref-type="table-fn" rid="table2fn41">ao</xref></sup>, OCS<sup><xref ref-type="table-fn" rid="table2fn42">ap</xref></sup>, and GMQS<sup><xref ref-type="table-fn" rid="table2fn43">aq</xref></sup></p></list-item><list-item><p>No significant group factor effect on the LS, OCS, and GMQS</p></list-item><list-item><p>In the posttest, LS is significantly higher in both groups; in addition, OCS and GMQS are significantly higher only in EG compared to CG</p></list-item></list></td></tr><tr><td align="left" valign="top">R&#x00F6;glin et al (2023) [<xref ref-type="bibr" rid="ref55">55</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>27 participants (13 males)</p></list-item><list-item><p>Age range: not specified (mean 10.5, SD 0.7 years)</p></list-item><list-item><p>Country: Germany</p></list-item><list-item><p>EG: 27 students</p></list-item><list-item><p>CG: not used</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Experimental cross-sectional study</p></list-item><list-item><p>12 weeks</p></list-item><list-item><p>EG intervention: two 15&#x2010; to 20-minute sessions per week + regular PE classes twice a week (total 135 minutes)</p></list-item><list-item><p>Exergame: &#x201C;Sphery Racer&#x201D; in the ExerCube CG intervention: not used</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Anthropometric measures: height (cm), weight (kg), waist circumference (cm), BMI (kg/m<sup>2</sup>), WHtR, and VO<sub>2</sub>max<sup><xref ref-type="table-fn" rid="table2fn44">ar</xref></sup></p></list-item><list-item><p>Modified version of the PACES<sup><xref ref-type="table-fn" rid="table2fn45">as</xref></sup> to measure perceived enjoyment during the ES<sup><xref ref-type="table-fn" rid="table2fn46">at</xref></sup> and PE class</p></list-item><list-item><p>Structured interviews to evaluate staff and teachers&#x2019; perceptions of students&#x2019; interest, engagement, and motivation during the ES</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>The mean PACES score during the ES in week 2 was significantly higher than during the PE class in the same week; no significant differences in perceived enjoyment after 2 and 12 weeks of intervention</p></list-item><list-item><p>The teachers and study staff reported high levels of interest, motivation, and engagement of most students throughout the ES</p></list-item></list></td></tr><tr><td align="left" valign="top">San Blas et al (2024) [<xref ref-type="bibr" rid="ref56">56</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>21 participants (males not specified)</p></list-item><list-item><p>Age range: 11&#x2010;12 years (mean and SD not specified)</p></list-item><list-item><p>Country: Spain</p></list-item><list-item><p>EG: 21 students</p></list-item><list-item><p>CG: not used</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Case study</p></list-item><list-item><p>1 month</p></list-item><list-item><p>6 sessions of 1 hour</p></list-item><list-item><p>Each session has 3 parts: anticipated learning (10 minutes), comprehension guide (20 minutes), comprehension consolidation (30 minutes)</p></list-item><list-item><p>Exergame: Multiagent Platform</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Qualitative data: teachers&#x2019; observations about signs of amusement, gestures, or frustration</p></list-item><list-item><p>Quantitative data: tool score about the games, Technology Acceptance Model, questionnaire about students&#x2019; satisfaction and motivation</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Students obtained a slightly lower grade than that obtained from the tool; the tool is able to gain knowledge and reinforcement of the lessons</p></list-item><list-item><p>Students agree that the tool is useful in their learning process, and they want to use it in the future</p></list-item><list-item><p>Teachers observed that the students attended with greater effort and retained the information more easily, knowing that they would be playing games with the tool</p></list-item></list></td></tr><tr><td align="left" valign="top">van Biljon et al (2021) [<xref ref-type="bibr" rid="ref57">57</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>31 participants with overweight or obese (males not specified)</p></list-item><list-item><p>Age range: 9&#x2010;12 years (mean 11.40, SD 0.86 years)</p></list-item><list-item><p>Country: South Africa</p></list-item><list-item><p>EG: 11 students</p></list-item><list-item><p>VGG: 10 students</p></list-item><list-item><p>CG: 10 students</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Experimental randomized study</p></list-item><list-item><p>6 weeks</p></list-item><list-item><p>EG intervention: 15 minutes, 3 days a week</p></list-item><list-item><p>Exergame: Boxing and Hula Hooping</p></list-item><list-item><p>Console: Wii Nintendo</p></list-item><list-item><p>VGG intervention: 30 minutes, 3 days a week</p></list-item><list-item><p>Videogames: Madden NFL 10 and Knockout Kings</p></list-item><list-item><p>Console: PlayStation 2</p></list-item><list-item><p>CG intervention: usual activities</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Body composition variables: body mass, BMI (kg/cm<sup>2</sup>), and WHR</p></list-item><list-item><p>Cardiovascular fitness variables: RHR<sup><xref ref-type="table-fn" rid="table2fn47">au</xref></sup> (bpm), SBP (mm Hg), DBP (mm Hg), and VO<sub>2</sub>peak<sup><xref ref-type="table-fn" rid="table2fn48">av</xref></sup> (mL/kg/min)</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>No significant BMI percentile improvements within the 3 groups</p></list-item><list-item><p>Significant WHR decrease in EG, not in VGG and CG</p></list-item><list-item><p>Significant RHR improvement in EG, vs VGG and CG</p></list-item><list-item><p>Significant VO<sub>2</sub>peak change in the 3 groups</p></list-item><list-item><p>No significant SBP and DBP change within the 3 groups</p></list-item></list></td></tr><tr><td align="left" valign="top">Yamamoto et al (2023) [<xref ref-type="bibr" rid="ref58">58</xref>]</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>8 participants (2 males) with FASD<sup><xref ref-type="table-fn" rid="table2fn49">aw</xref></sup> and ADHD</p></list-item><list-item><p>Age range: 9&#x2010;13 years (mean 11.4, SD 1.4 years)</p></list-item><list-item><p>Country: United States</p></list-item><list-item><p>EG: 8 students</p></list-item><list-item><p>CG: not used</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Uncontrolled trial</p></list-item><list-item><p>6 weeks</p></list-item><list-item><p>EG intervention: 50 minutes per session for a total of 12, twice weekly</p></list-item><list-item><p>Exergame: Obie exergaming platform (EyeClick Ltd)</p></list-item><list-item><p>CG intervention: not used</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Anthropometric measures: weight (kg), height (m)</p></list-item><list-item><p>6MWT<sup><xref ref-type="table-fn" rid="table2fn50">ax</xref></sup> to evaluate walking distance covered in meters after 6 minutes and estimate VO<sub>2</sub>max</p></list-item></list></td><td align="left" valign="top"><list list-type="bullet"><list-item><p>6MWT improved from baseline to week 6, which is a 31% improvement in estimated VO<sub>2</sub>max</p></list-item></list></td></tr></tbody></table><table-wrap-foot><fn id="table2fn1"><p><sup>a</sup>Same sample of subjects.</p></fn><fn id="table2fn2"><p><sup>b</sup>EG: experimental group.</p></fn><fn id="table2fn3"><p><sup>c</sup>CG: control group.</p></fn><fn id="table2fn4"><p><sup>d</sup>PE: physical education.</p></fn><fn id="table2fn5"><p><sup>e</sup>BRUMS: Brunel Mood Scale.</p></fn><fn id="table2fn6"><p><sup>f</sup>APAS: Attitudes Toward Physical Activity Scale.</p></fn><fn id="table2fn7"><p><sup>g</sup>PA: physical activity.</p></fn><fn id="table2fn8"><p><sup>h</sup>SRT: shuttle run test.</p></fn><fn id="table2fn9"><p><sup>i</sup>HDL: high-density lipoprotein cholesterol.</p></fn><fn id="table2fn10"><p><sup>j</sup>LDL: low-density lipoprotein cholesterol.</p></fn><fn id="table2fn11"><p><sup>k</sup>EHCLG: exergames with high cognitive load group.</p></fn><fn id="table2fn12"><p><sup>l</sup>ELCLG: exergames with low cognitive load group.</p></fn><fn id="table2fn13"><p><sup>m</sup>DPA: daily physical activity.</p></fn><fn id="table2fn14"><p><sup>n</sup>VGG: video game group.</p></fn><fn id="table2fn15"><p><sup>o</sup>AEG: aquatic exercise group.</p></fn><fn id="table2fn16"><p><sup>p</sup>WHR: waist-to-hip ratio.</p></fn><fn id="table2fn17"><p><sup>q</sup>SBP: systolic blood pressure.</p></fn><fn id="table2fn18"><p><sup>r</sup>DBP: diastolic blood pressure.</p></fn><fn id="table2fn19"><p><sup>s</sup>FVC: forced vital capacity.</p></fn><fn id="table2fn20"><p><sup>t</sup>FEV1: forced expiratory volume in the first second.</p></fn><fn id="table2fn21"><p><sup>u</sup>RPE: rating of perceived exertion.</p></fn><fn id="table2fn22"><p><sup>v</sup>ADHD: attention-deficit/hyperactivity disorder.</p></fn><fn id="table2fn23"><p><sup>w</sup>EEG: electroencephalogram.</p></fn><fn id="table2fn24"><p><sup>x</sup>FAIR: Frankfurter Aufmerksamkeits-Inventar.</p></fn><fn id="table2fn25"><p><sup>y</sup>WHtR: waist-to-height ratio.</p></fn><fn id="table2fn26"><p><sup>z</sup>CMJ: countermovement jump test.</p></fn><fn id="table2fn27"><p><sup>aa</sup>DF: design fluency.</p></fn><fn id="table2fn28"><p><sup>ab</sup>BOT-2: Bruininks-Oseretsky Test of Motor Proficiency&#x2014;Second Edition.</p></fn><fn id="table2fn29"><p><sup>ac</sup>LPA: light physical activity.</p></fn><fn id="table2fn30"><p><sup>ad</sup>CPM: counts per minute.</p></fn><fn id="table2fn31"><p><sup>ae</sup>MPA: moderate physical activity.</p></fn><fn id="table2fn32"><p><sup>af</sup>VPA: vigorous physical activity.</p></fn><fn id="table2fn33"><p><sup>ag</sup>SB: sedentary behavior.</p></fn><fn id="table2fn34"><p><sup>ah</sup>MVPA: moderate to vigorous physical activity.</p></fn><fn id="table2fn35"><p><sup>ai</sup>TGMD-2: Test of Gross Motor Development&#x2014;Second Edition.</p></fn><fn id="table2fn36"><p><sup>aj</sup>Same sample of subjects.</p></fn><fn id="table2fn37"><p><sup>ak</sup>MDA: Mechanics-Dynamics-Aesthetics.</p></fn><fn id="table2fn38"><p><sup>al</sup>OQQ: open-question questionnaire.</p></fn><fn id="table2fn39"><p><sup>am</sup>COREQ-32: Consolidated Criteria for Reporting Qualitative Research.</p></fn><fn id="table2fn40"><p><sup>an</sup>FMS: fundamental movement skills.</p></fn><fn id="table2fn41"><p><sup>ao</sup>LS: locomotor scores.</p></fn><fn id="table2fn42"><p><sup>ap</sup>OCS: object control scores.</p></fn><fn id="table2fn43"><p><sup>aq</sup>GMQS: gross motor quotient scores.</p></fn><fn id="table2fn44"><p><sup>ar</sup>VO<sub>2</sub>max: maximum oxygen uptake.</p></fn><fn id="table2fn45"><p><sup>as</sup>PACES: Physical Activity Enjoyment Scale.</p></fn><fn id="table2fn46"><p><sup>at</sup>ES: exergaming session.</p></fn><fn id="table2fn47"><p><sup>au</sup>RHR: resting heart rate.</p></fn><fn id="table2fn48"><p><sup>av</sup>VO2peak: peak oxygen uptake.</p></fn><fn id="table2fn49"><p><sup>aw</sup>FASD: fetal alcohol spectrum disorder.</p></fn><fn id="table2fn50"><p><sup>ax</sup>6MWT: 6-minute walk test.</p></fn></table-wrap-foot></table-wrap><p>All studies involve children and adolescents: 23 studies include elementary or middle school children, 1 study includes high school students [<xref ref-type="bibr" rid="ref39">39</xref>], and another one includes the 8&#x2010; to 18-year-old age group [<xref ref-type="bibr" rid="ref47">47</xref>]. Most of the articles are fairly balanced between males and females, but sex difference is often not measured in statistical analyses. For 3 studies [<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref56">56</xref>,<xref ref-type="bibr" rid="ref57">57</xref>], the male-female distribution is not known. Most studies include the general population, while 2 studies include children with overweight or obesity [<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref57">57</xref>]; 1 study includes children with attention deficit/hyperactivity disorder [<xref ref-type="bibr" rid="ref44">44</xref>] and another study includes both children with attention deficit/hyperactivity disorder and fetal alcohol spectrum disorder; lastly, 2 studies include children diagnosed with intellectual disability [<xref ref-type="bibr" rid="ref47">47</xref>,<xref ref-type="bibr" rid="ref54">54</xref>]. Studies differ in research methodology: there were 6 randomized controlled trials [<xref ref-type="bibr" rid="ref43">43</xref>-<xref ref-type="bibr" rid="ref45">45</xref>,<xref ref-type="bibr" rid="ref50">50</xref>,<xref ref-type="bibr" rid="ref51">51</xref>,<xref ref-type="bibr" rid="ref57">57</xref>], 8 nonrandomized controlled studies [<xref ref-type="bibr" rid="ref12">12</xref>,<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref36">36</xref>,<xref ref-type="bibr" rid="ref38">38</xref>,<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref47">47</xref>,<xref ref-type="bibr" rid="ref53">53</xref>,<xref ref-type="bibr" rid="ref58">58</xref>], 7 quasi-experimental studies [<xref ref-type="bibr" rid="ref37">37</xref>,<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref46">46</xref>,<xref ref-type="bibr" rid="ref48">48</xref>,<xref ref-type="bibr" rid="ref52">52</xref>,<xref ref-type="bibr" rid="ref54">54</xref>], 2 cross-sectional studies [<xref ref-type="bibr" rid="ref49">49</xref>,<xref ref-type="bibr" rid="ref55">55</xref>], 1 case study [<xref ref-type="bibr" rid="ref59">59</xref>], and 1 pilot interventional study [<xref ref-type="bibr" rid="ref42">42</xref>].</p><p>The studies come from different countries, in particular, 2 from North America [<xref ref-type="bibr" rid="ref49">49</xref>,<xref ref-type="bibr" rid="ref58">58</xref>], 2 from South Africa [<xref ref-type="bibr" rid="ref38">38</xref>,<xref ref-type="bibr" rid="ref57">57</xref>], 4 from South America [<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref36">36</xref>,<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref51">51</xref>], 6 from Asia [<xref ref-type="bibr" rid="ref37">37</xref>,<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref44">44</xref>,<xref ref-type="bibr" rid="ref47">47</xref>,<xref ref-type="bibr" rid="ref48">48</xref>], 10 from Europe [<xref ref-type="bibr" rid="ref12">12</xref>,<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref45">45</xref>,<xref ref-type="bibr" rid="ref46">46</xref>,<xref ref-type="bibr" rid="ref50">50</xref>,<xref ref-type="bibr" rid="ref53">53</xref>-<xref ref-type="bibr" rid="ref56">56</xref>], and only one study includes different populations [<xref ref-type="bibr" rid="ref52">52</xref>].</p><p>Thus, their length varied, too, from a minimum of a single session to a maximum of 3 months. In 2 studies, the trial or training duration is not given [<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref49">49</xref>]. Regarding the type of exergame used, 7 studies used dance-based exergames, such as Just Dance 2015 on Microsoft Xbox consoles [<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref36">36</xref>,<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref46">46</xref>,<xref ref-type="bibr" rid="ref49">49</xref>] or Just Dance Now [<xref ref-type="bibr" rid="ref12">12</xref>,<xref ref-type="bibr" rid="ref53">53</xref>]. Three studies used videos from the HOPSports Brain Breaks package, which includes different sports such as baseball, basketball, soccer, volleyball, swimming, golf, football, and rowing [<xref ref-type="bibr" rid="ref37">37</xref>,<xref ref-type="bibr" rid="ref38">38</xref>,<xref ref-type="bibr" rid="ref52">52</xref>]. Five studies used exergames based on specific sports such as Nintendo Wii Sports (bowling, boxing, tennis, cycling, table tennis, and basketball) or Wii Fit (yoga, muscle exercises, aerobic exercises, and balance games) or Xbox Sports Season 1 and 2 (including soccer, beach volleyball, bowling, table tennis, track and field, boxing, American football, baseball, darts, golf, skiing, and tennis) [<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref47">47</xref>,<xref ref-type="bibr" rid="ref51">51</xref>] or boxing and hula hooping on the Wii Nintendo console [<xref ref-type="bibr" rid="ref57">57</xref>]. Eight studies used various games involving movement using the Wii balance board (eg, Feline Runner, Hungry Monster, and Whack-a-Slime) [<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref54">54</xref>] or Xbox (eg, Kinect Adventures) [<xref ref-type="bibr" rid="ref48">48</xref>,<xref ref-type="bibr" rid="ref51">51</xref>] or still other platforms, such as D&#x0026;J Humancare&#x2019;s Alchemist&#x2019;s Treasure [<xref ref-type="bibr" rid="ref44">44</xref>], Obie [<xref ref-type="bibr" rid="ref58">58</xref>], or Exercube&#x2019;s Sphery Racer [<xref ref-type="bibr" rid="ref45">45</xref>,<xref ref-type="bibr" rid="ref55">55</xref>]. Three studies developed specific exergames, building on existing ones [<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref50">50</xref>,<xref ref-type="bibr" rid="ref56">56</xref>].</p><p>All exergames could be played in a multiplayer mode, for example, by the whole class in some instances or small groups of 3&#x2010;4 in others.</p><p>The 25 studies were divided into three broad categories according to research objective and outcome measurement:</p><list list-type="order"><list-item><p>Research studying the effects on psychological or cognitive dimensions. There are 9 papers. The variables under investigation are psychological states or psychosomatic states [<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref36">36</xref>]; self-esteem [<xref ref-type="bibr" rid="ref36">36</xref>]; beliefs and attitudes and self-efficacy with respect to physical activity [<xref ref-type="bibr" rid="ref37">37</xref>]; attention, concentration and response control, or executive function [<xref ref-type="bibr" rid="ref44">44</xref>,<xref ref-type="bibr" rid="ref46">46</xref>]; interest, enjoyment, commitment, flow state, and motivation [<xref ref-type="bibr" rid="ref46">46</xref>,<xref ref-type="bibr" rid="ref53">53</xref>,<xref ref-type="bibr" rid="ref55">55</xref>]. All studies, except for two, found significant effects of exergames on the psychological variables under study. The two studies without significant effects or differences versus the control group specifically addressed intrinsic motivation, external regulation, decreasing amotivation, and perceived enjoyment [<xref ref-type="bibr" rid="ref53">53</xref>,<xref ref-type="bibr" rid="ref55">55</xref>].</p></list-item><list-item><p>Research studying direct effects on motor and anthropometric aspects or motor skills. There are 12 papers in total. The variables under investigation are physical fitness [<xref ref-type="bibr" rid="ref38">38</xref>,<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref45">45</xref>,<xref ref-type="bibr" rid="ref57">57</xref>], anthropometric measures [<xref ref-type="bibr" rid="ref38">38</xref>-<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref45">45</xref>,<xref ref-type="bibr" rid="ref47">47</xref>,<xref ref-type="bibr" rid="ref57">57</xref>,<xref ref-type="bibr" rid="ref58">58</xref>], physiological factors [<xref ref-type="bibr" rid="ref39">39</xref>], daily steps [<xref ref-type="bibr" rid="ref39">39</xref>], and various motor skills [<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref47">47</xref>,<xref ref-type="bibr" rid="ref50">50</xref>,<xref ref-type="bibr" rid="ref51">51</xref>,<xref ref-type="bibr" rid="ref54">54</xref>,<xref ref-type="bibr" rid="ref58">58</xref>]. Significant effects of the application of exergames on anthropometric variables were found in 11 papers [<xref ref-type="bibr" rid="ref38">38</xref>], including papers on children with obesity [<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref57">57</xref>], on various motor or locomotor components [<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref50">50</xref>,<xref ref-type="bibr" rid="ref51">51</xref>,<xref ref-type="bibr" rid="ref54">54</xref>,<xref ref-type="bibr" rid="ref58">58</xref>], on various physiological components [<xref ref-type="bibr" rid="ref39">39</xref>], and on physical fitness variables [<xref ref-type="bibr" rid="ref38">38</xref>,<xref ref-type="bibr" rid="ref45">45</xref>]. In some of these cases [<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref51">51</xref>,<xref ref-type="bibr" rid="ref54">54</xref>], the significant increase in some or all motor skills or anthropometric variables pretest versus posttest did not differ from that of the control group. Only one study on children with intellectual disabilities did not find any effects [<xref ref-type="bibr" rid="ref47">47</xref>], so exergames were rated as ineffective.</p></list-item><list-item><p>Research on the simultaneous effects on motor or physical aspects and psychological variables. There are 4 articles. The variables under investigation include both anthropometric variables [<xref ref-type="bibr" rid="ref48">48</xref>,<xref ref-type="bibr" rid="ref49">49</xref>,<xref ref-type="bibr" rid="ref52">52</xref>], motor skills [<xref ref-type="bibr" rid="ref48">48</xref>], physical literacy [<xref ref-type="bibr" rid="ref42">42</xref>], or psychosocial factors such as enjoyment, self-efficacy, and social support [<xref ref-type="bibr" rid="ref48">48</xref>,<xref ref-type="bibr" rid="ref49">49</xref>], as well as beliefs and attitudes toward physical activity [<xref ref-type="bibr" rid="ref52">52</xref>], and improvements in performance and concentration in other school subjects [<xref ref-type="bibr" rid="ref42">42</xref>]. Significant effects of exergames were found on some anthropometric or motor variables [<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref48">48</xref>,<xref ref-type="bibr" rid="ref49">49</xref>,<xref ref-type="bibr" rid="ref52">52</xref>], as well as on psychological variables such as attitude toward physical activity, self-efficacy, and learning [<xref ref-type="bibr" rid="ref52">52</xref>], or motivation, engagement, and concentration in other school subjects [<xref ref-type="bibr" rid="ref42">42</xref>]. In two studies [<xref ref-type="bibr" rid="ref48">48</xref>,<xref ref-type="bibr" rid="ref49">49</xref>], no effects were found on self-efficacy and psychosocial factors.</p></list-item></list></sec><sec id="s4" sec-type="discussion"><title>Discussion</title><sec id="s4-1"><title>Discussion of Included Studies</title><p>This scoping review focused on the effect of the use of exergames at school in different countries, during PE lessons and play or sports activities, in order to understand their benefits and advantages and their future applications. For these purposes, 25 articles were included.</p><p>Considering the majority of the studies, use of exergames during PE hours and playful sports activities is associated with a number of improvements; more specifically, these devices can provide psychological or cognitive as well as motor benefits for children and adolescents with a median age of 10 years. The studies presented use different types of games and vary in frequency, with an overall average duration of 7 weeks, in line with findings from a recent meta-analysis [<xref ref-type="bibr" rid="ref31">31</xref>]. Below, the specific effects observed are discussed.</p></sec><sec id="s4-2"><title>Discussion on Psychological or Cognitive Effects</title><p>We found 4 studies investigating the psychological effects of exergames. Based on them, we reached the conclusion that exergames played during PE hours or during didactic hours can help increase the students&#x2019; sense of self-efficacy, vigor, learning, fun, and decrease tension, mental confusion, and perceived anxiety. In addition, they can improve the beliefs and attitudes that children and adolescents have toward sports and physical activities, leading to a general increase in exercise and physical activity [<xref ref-type="bibr" rid="ref35">35</xref>-<xref ref-type="bibr" rid="ref37">37</xref>,<xref ref-type="bibr" rid="ref52">52</xref>]. Also, a review by Joronen and colleagues [<xref ref-type="bibr" rid="ref59">59</xref>] aimed to observe nonphysical effects of exergames and found that exergames can increase situational interest and enjoyment during physical activity because they are perceived as being more enjoyable. For this reason, children are more likely to carry on playing exergames instead of traditional games. Despite some conflicting results, these researchers reported that successful experiences with exergames could increase perceived self-confidence and consequently the probability of future participation in motor activities [<xref ref-type="bibr" rid="ref59">59</xref>]. An improvement in self-efficacy and self-confidence was also observed in a previous review and meta-analysis by Andrade and colleagues [<xref ref-type="bibr" rid="ref60">60</xref>] investigating the effects of exergames in obese children. This could be related to the fact that exergames provide immediate feedback on the student&#x2019;s actions. The ability to see the outcome of their actions in real time may engage and motivate students to continue the activity.</p><p>As far as cognitive abilities are concerned, based on two studies taken into account, it can be concluded that an exergame-based intervention can improve executive-attentive functions, specifically selective attention, self-control, sustained attention, cognitive flexibility, and also the students&#x2019; situational interest for the activity [<xref ref-type="bibr" rid="ref44">44</xref>,<xref ref-type="bibr" rid="ref46">46</xref>]. Additionally, some exercises with exergames can have positive effects on motivation and concentration in other school subjects, such as mathematics [<xref ref-type="bibr" rid="ref42">42</xref>].</p><p>These improvements can also be observed at a physiological level, with alterations in event-related potential component N2 waves and cortical cingulate area activity, which are visible just after a single intervention [<xref ref-type="bibr" rid="ref44">44</xref>]. Exergames would appear to better stimulate visual perception thanks to a virtual environment, which may be experienced by students as more dynamic and engaging. This thus suggests that exergames have attractive and interesting features for children, such as the nature of the game played, interactivity, and involvement through sounds and images. These features may increase participation in physical activity.</p><p>Although backed by only a few studies, these results were also confirmed in a previous review by Ram&#x00ED;rez-Granizo and colleagues [<xref ref-type="bibr" rid="ref61">61</xref>]: independently of the exergame used, cognitive performance significantly benefited from the sports or physical activity carried out using them. In particular, the use of electronic devices associated with motor activity seems to bring a general improvement in concentration, attention, and reaction speed.</p></sec><sec id="s4-3"><title>Discussion on Effects of Motor Abilities</title><p>Most of the reviewed studies investigated the influence of exergames on various anthropometric parameters and physical performance. When compared to traditional physical activity interventions, exergames can demonstrably improve motor performance (such as jumping, running, shooting, football, and object control), flexibility and postural stability, and the students&#x2019; physical fitness at a general level [<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref45">45</xref>,<xref ref-type="bibr" rid="ref51">51</xref>,<xref ref-type="bibr" rid="ref54">54</xref>]. In addition, exergames can improve muscle mass, decreasing waist circumference and body fat [<xref ref-type="bibr" rid="ref38">38</xref>,<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref47">47</xref>], but they can also lead to a significant reduction in sitting time at weekends [<xref ref-type="bibr" rid="ref39">39</xref>].</p><p>Exergames are effective tools for assisting in the acquisition of motor skills, thanks to the immediate feedback that children receive on their performance. In line with our findings, recent reviews or meta-analyses found that interventions using exergames are effective in developing and improving several components of PE learning or physical fitness, such as agility, balance, and postural stability, while also benefiting the ability to control objects and locomotor skills [<xref ref-type="bibr" rid="ref31">31</xref>,<xref ref-type="bibr" rid="ref62">62</xref>]. It must be noted, however, that the authors concluded that their findings were not definitive due to the conflicting outcomes of the studies included in their review.</p><p>Despite this variability, most studies support the idea of integrating exergames into traditional PE lessons or using them during teaching hours. This approach can make physical activity more engaging for students while providing variety within the curriculum.</p><p>In summary, while current evidence points toward numerous benefits of exergames for improving motor skills and physical fitness among children and adolescents, ongoing research is essential to optimize their application and maximize their potential within educational settings. Further investigations can focus on which games are most effective and establish guidelines for their use to maximize the effectiveness and inclusivity of these tools (such as duration of use, single-player, or group gameplay).</p></sec><sec id="s4-4"><title>Strengths and Limitations</title><p>As far as we are aware, this is the first scoping review aimed at investigating the motor, psychological, and cognitive benefits of exergame-based interventions in school settings and specifically during PE lessons and play activities.</p><p>While the primary strength of our study is its attempt to provide an up-to-date review&#x2014;considering the last 5 years as a timeframe&#x2014;of the effects of exergames on motor, psychological, and cognitive abilities, this study is not free of limitations, and, consequently, caution is required when interpreting its results.</p><p>First, we only included publications in English, which may have led to the exclusion of further available studies that explored this topic in other languages. Although the studies come from different continents, there is no complete heterogeneity. Second, no systematic review and meta-analysis were conducted to assess the effectiveness of exergames and the generalizability of the results.</p><p>Third, the studies considered in the review were highly heterogeneous and had several methodological biases. They used different types of exergames; the length was different as were outcomes and variables. For example, some studies used a single exergaming session [<xref ref-type="bibr" rid="ref46">46</xref>,<xref ref-type="bibr" rid="ref49">49</xref>], while other studies included several exergaming sessions, up to 3 months. Also, video games and devices were different across studies, and not all studies had a sufficient sample size or used sample randomization. All this could complicate the interpretation of findings and limit their generalizability.</p><p>Thus, more studies, such as systematic reviews and meta-analyses, are encouraged to reinforce the validity of the present findings.</p></sec><sec id="s4-5"><title>Conclusions</title><p>In our scoping review of the effects of exergames on motor, psychological, and cognitive abilities during PE lessons and playful sports activities, we focused on the school context, given the central and important role that schools currently have in promoting physical activity in children and adolescents [<xref ref-type="bibr" rid="ref11">11</xref>].</p><p>Our findings show that exergames can have a beneficial effect on children&#x2019;s motor skills, cognitive flexibility and attentional functions, and overall well-being, improving the sense of self-efficacy, self-confidence, and mood during PE lessons.</p><p>This may have significant implications for public health or education: exergames may become accessible and useful devices for promoting physical activity in young people, potentially bringing benefits not only on a motor skill level but also on a psychological and cognitive level, increasing children&#x2019;s participation in physical activities and leading to a general improvement in their sense of self-efficacy and well-being.</p><p>However, lack of knowledge of their potentials and benefits hinders their wider application. Furthermore, despite their effectiveness, their use is not yet common in the educational and school context.</p><p>For this reason, a more systematic application of digital technology in the school setting would contribute to improving and designing new immersive, effective, and inclusive interventions aimed at increasing the physical activity and well-being of children and adolescents. Exergames can improve children&#x2019;s physical and cognitive skills, enjoyment, and involvement in exercise and general well-being, thus becoming a complementary and additional device to traditional PE exercises and helpful tools to increase motor activity during extracurricular activities.</p></sec></sec></body><back><ack><p>The authors acknowledge all partners and collaborators of the project ActivE3. For this paper, ChatGPT AI was used to assist with language revision. This work has been supported by the Italian Ministry of Health (Ricerca Corrente 2025) and by Fondazione Cariplo, grant 2021-0612-ActivE3 &#x2013; Everyone, Everywhere, Everyday.</p></ack><notes><sec><title>Data Availability</title><p>Data sharing is not applicable to this article as no datasets were generated or analyzed during this study.</p></sec></notes><fn-group><fn fn-type="con"><p>ER, VB, PC, and MM conceptualized the study. ER, IB, RN, and SV conducted the methodology of the study: literature searches and screening the eligibility. ER, VB, IB, RN, and SV wrote the first original draft of the manuscript. MM and PC critically reviewed and edited the manuscript. All authors have approved the final manuscript.</p></fn><fn fn-type="conflict"><p>None declared.</p></fn></fn-group><glossary><title>Abbreviations</title><def-list><def-item><term id="abb1">PCC</term><def><p>population, concept, and context</p></def></def-item><def-item><term id="abb2">PE</term><def><p>physical education</p></def></def-item><def-item><term id="abb3">PRISMA-ScR</term><def><p>Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews</p></def></def-item><def-item><term id="abb4">WHO</term><def><p>World Health Organization</p></def></def-item></def-list></glossary><ref-list><title>References</title><ref id="ref1"><label>1</label><nlm-citation citation-type="web"><article-title>Physical activity</article-title><source>World Health Organization</source><year>2024</year><month>06</month><day>26</day><access-date>2025-08-25</access-date><comment><ext-link ext-link-type="uri" 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