Active Video Games in Promoting Physical Activity and Health
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