Active Video Games in Promoting Physical Activity and Health

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Authors: Zan Gao, Zarmina Amin, Haichun Sun
Cited by: 0

Abstract

First introduced in 1972, sedentary video games are now deeply embedded in modern life. As of 2024, there are approximately 3.3 billion gamers globally ( Clement, 2025 ), making video games one of the most widespread forms of entertainment across all age groups. In the United States alone, around 190.6 million people, 61% of the population aged 5 to 90, play video games for at least one hour each week ( “ESA reveals latest U.S. gamer demographic data,” n.d ). While gaming offers cognitive and social benefits, such as stress relief and enhanced problem-solving skills, it has also been linked to sedentary behavior, which contributes to rising rates of obesity and chronic diseases like diabetes and cardiovascular conditions ( Gao & Chen, 2014 ; Gao, Huang et al., 2012 ). Health experts have raised concerns about the physical consequences of prolonged gaming, including repetitive stress injuries, vision problems, and increased food intake during gameplay, all of which can exacerbate health risks ( Grinspoon, 2020 ).

Fields of Study & Subjects

Physical Activity and Health Educational Games and Gamification Digital Games and Media

Publication details

Journal / source
Routledge eBooks
Pages
165–204
Publication date
12 March 2026
Language
EN
Document type
Book chapter