Therapeutic Uses of Active Videogames: A Systematic Review
Open accessAbstract
BACKGROUND: Active videogames (AVGs) may be useful for promoting physical activity for therapeutic uses, including for balance, rehabilitation, and management of illness or disease. The literature from 64 peer-reviewed publications that assessed health outcomes of AVGs for therapeutic purposes was synthesized. MATERIALS AND METHODS: PubMed, Medline, and PyschInfo were queried for original studies related to the use of AVGs to improve physical outcomes in patients who were ill or undergoing rehabilitation related to balance, burn treatment, cancer, cerebral palsy, Down's syndrome, extremity dysfunction or amputation, hospitalization, lupus, Parkinson's disease, spinal injury, or stroke. The following inclusion criteria were used: (1) human subjects; (2) English language; (3) not duplicates; (4) new empirical data; and (5) tests an AVG, including commercially available or custom-designed. Studies were included regardless of participants' age or the study design. RESULTS AND LIMITATIONS: Overall, the vast majority of studies demonstrated promising results for improved health outcomes related to therapy, including significantly greater or comparable effects of AVG play versus usual care. However, many studies were pilot trials with small, homogeneous samples, and many studies lacked a control or comparison group. Some trials tested multiweek or multimonth interventions, although many used a single bout of gameplay, and few included follow-up assessments to test sustainability of improved health. CONCLUSIONS AND IMPLICATIONS: AVGs were acceptable and enjoyable to the populations examined and appear as a promising tool for balance, rehabilitation, and illness management. Future research directions and implications for clinicians are discussed.
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In clinical contexts, interactive qualities of exergaming can enhance motivation by providing personal feedback and enjoyment during recovery.
“In clinical contexts, the interactive qualities of exergaming can enhance motivation, as players can receive personal feedback and enjoyment while progressing toward recovery goals [69, 74].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [69]
The Results (page unavailable) report that rehabilitation patients found active videogames enjoyable, and one study reported greater enjoyment and motivation than with usual therapy. The Discussion (page unavailable) says personal feedback from a supervisor or trainer was important, but commercially available games lacked performance feedback adequate for clinical assessment. Thus, the review supports enjoyment and potential motivation during rehabilitation, but not the implication that the games themselves provide clinically useful personal feedback as patients progress toward recovery goals. (LLM, conf=0.86)
Experimental — accuracy not yet measuredHome-based AVG programs expand access to therapy by eliminating barriers such as transportation, cost, and time constraints, making exercise more feasible for individuals with disabilities.
“Home-based AVG programs further expand access to therapy by eliminating common barriers such as transportation, cost, and time constraints, making exercise more feasible for individuals with disabilities [69].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [69]
The Discussion says home-based AVG balance programs may improve functional abilities for individuals with disabilities and that playing AVGs at home may remove cost, transportation, and time barriers. The citing sentence overstates this possibility as an established elimination of those barriers. (LLM, conf=0.88)
Experimental — accuracy not yet measuredAVGs' adaptability and interactive nature can support rehabilitation for adolescents and young adults with conditions such as cerebral palsy, stroke, burns, spinal cord injury, and spina bifida.
“This adaptability, along with the interactive nature of AVGs, can support rehabilitation for adolescents and young adults with conditions such as cerebral palsy, stroke, burns, spinal cord injury, and spina bifida [69, 81].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [69]
The Discussion (page unavailable) says AVGs can be adapted to players’ abilities and therapy needs, and the Results describe therapeutic uses involving cerebral palsy, burns, stroke, spinal injury, and spina bifida. The age qualification is too broad: the review includes adolescents with cerebral palsy, burns, and spina bifida, but its stroke studies largely concern older adults, and one spinal-injury case involved a 57-year-old. The Discussion also notes that only 22 percent of studies examined youth. (LLM, conf=0.88)
Experimental — accuracy not yet measuredGames like Wii Sports, Ring Fit Adventure, Dance Dance Revolution, Beat Saber, and Gorilla Tag integrate sports simulation, rhythm, and dance into a physically interactive experience, supporting both recreational fitness and rehabilitation among players.
“Similarly, games like Wii Sports, Ring Fit Adventure, Dance Dance Revolution, Beat Saber, and Gorilla Tag integrate sports simulation, rhythm, and dance into a physically interactive experience, supporting both recreational fitness and rehabilitation among players [69, 70].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [69]
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- Authors
- Staiano, A. E., & Flynn, R.
- Affiliations
- Pennington Biomedical Research Center (US)
- New York University (US)
- Corresponding author
- Staiano, Amanda E.
- Venue
- Games for Health Journal
- Publisher
- SAGE Publications
- Published
- 2014-12
- Volume
- 3
- Issue
- 6
- Pages
- 351-365
- ISSN
- 2161-783X (ISSN-L)
- 2161-7856
- PMC
- PMC4688462
- OpenAlex
- W2320913727
- Cited by
- 108
- References
- 79
- Citations by year
- 2026: 6 · 2025: 5 · 2024: 13 · 2023: 10 · 2022: 10 · 2021: 7 · 2020: 15 · 2019: 12 · 2018: 13 · 2017: 7 · 2016: 6 · 2015: 4
- FWCI
- 1.10
- Type
- journal article
- Language
- en
- Open access
- green
- www.ncbi.nlm.nih.gov
- Locations
- Games for Health Journal (publishedVersion)
- PubMed Central (publishedVersion)
- PubMed (publishedVersion)
- Funders
- National Institutes of Health
- National Institute of General Medical Sciences (U54GM104940)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Medicine › Rehabilitation › Stroke Rehabilitation and Recovery
- Health Sciences › Medicine › Physiology › Physical Activity and Health
- Keywords
- serious games, physical activity promotion, balance training, rehabilitation, illness management, burn treatment, cancer, cerebral palsy, Down syndrome, amputation, stroke, Parkinson's disease, spinal injuries, lupus, physical health outcomes
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Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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