Video games and their associations with physical health: a scoping review
Open accessAbstract
Objective: The objective of this scoping review is to investigate the possible links between the practice of video games and physical health. It seeks to answer the following question: What are the physical health consequences of playing video games in healthy video game player? and How is it currently investigated?. Methods: A scoping review was conducted to identify observational and experimental studies pertaining to our research question. Retrieved papers were screened using a two-phase method first involving a selection based on titles and abstracts. Then, potentially relevant studies were read and triaged. The final set of included studies was analysed, and data were subsequently extracted. Observational studies and experimental studies were assessed using the appropriate Cochrane Risk of Bias Tool and data were synthetised according to specific physical health and related health behaviours. Results: Twelve peer-reviewed articles were retained for further analyses. Results of this scoping review suggest preliminary evidence that time spent gaming is associated with some health outcomes indicators. Our results indicate preliminary evidence that increased gaming time is associated with higher body mass index and lower self-reported general health status. There is insufficient evidence to conclude on a possible association between gaming time and physical activity or sedentary behaviours, sleep or fatigue, musculoskeletal pain or dietary behaviours. Conclusion: The results of this sopping review suggest an association between increased video game playing time and a deterioration in some physical health indicators but available evidence is scarce, precluding from any strong conclusion.
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Traditional sedentary games have been associated with negative health outcomes due to prolonged inactivity.
“Unlike traditional sedentary games, which have been associated with negative health outcomes due to prolonged inactivity [64–67], AVGs incorporate bodily movement as a core component of gameplay [68]; exergaming is a specific type of AVG designed primarily for exercise rather than entertainment [68].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [64]
The Introduction (page unavailable) says traditional video games are usually played while sitting, and the BMI and General health status sections report preliminary associations between more gaming and higher BMI in adults or poorer general health. But the review finds conflicting evidence that gaming reduces physical activity and does not establish prolonged inactivity as the cause of those outcomes. (LLM, conf=0.86)
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“However, although the number of studies dealing with sleep or health-related outcomes and gaming increases continuously, their overall validity is limited due to the inconsistent study protocols, single session study designs, measurement tools used, or different game genres examined [11,20].”
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Derevensky, J. L., Marchica, L. A., Gilbeau, L., & Richard, J. (2022) · Springer eBooks · doi:10.1007/978-3-030-67928-6_161-1 · Cited by 5 · see citing works
Selak, Š., Šorgo, A., Crnkovič, N., Gabrovec, B., Cesar, K., & Žmavc, M. (2024) · Scientific Reports · doi:10.1038/s41598-024-53351-2 · Cited by 5 · see citing works
Relationship between Young Esports Players' Chronotypes and Physical Activity Status
Mancı, E., & Özdalyan, F. (2023) · Akdeniz Spor Bilimleri Dergisi · doi:10.38021/asbid.1373133 · Cited by 3 · see citing works
Remote Lesson Study as Continuing Professional Development for Physical Education Teachers
Colburn, J., Knipe, R., Doherty, B., Stephenson, R., & Hamilton, X. D. (2024) · Journal of Teaching in Physical Education · doi:10.1123/jtpe.2024-0010 · Cited by 2 · see citing works
E-sports players have a high prevalence of musculoskeletal pain
Viana, A. F. M., Rosa, C. G., Ferreira, G. E., Caputo, E. L., & Araujo, F. X. (2025) · Science & Sports · doi:10.1016/j.scispo.2025.08.002 · Cited by 2 · see citing works
Deric, S., Kaewpradup, T., Adisakwattana, S., Stirling, E., Stephan, B. C. M., Nguyen, V. H., Pereira, L. R., Uren, H. V., & Siervo, M. (2026) · Nutrients · doi:10.3390/nu18060967 · Cited by 2 · see citing works
“Video gaming is often criticised for displacing time that could otherwise be spent on physical activity as well as for being associated with diminished muscle performance [67].”
Derevensky, J. L., Marchica, L. A., Gilbeau, L., & Richard, J. (2022) · Springer eBooks · doi:10.1007/978-3-030-92392-1_161 · Cited by 4 · see citing works
Khiyali, Z., Fereidouni, A., Jafarzadeh, S., Dehghan, A., & Teymoori, E. (2022) · Caspian Journal of Health Research · doi:10.32598/cjhr.7.3.1 · Cited by 3 · see citing works
“Based on recent studies, an association has been found between increased duration of video games and a decline in some physical health indicators, but there is scarce evidence to draw conclusions from existing studies [18].”
Juhász, M., Paulik, E., & Horváth, E. (2023) · Journal of Gambling Issues · doi:10.4309/jver2753 · Cited by 2 · see citing works
Firdos, S., Al-Omar, S., Aldossary, F. A., Alshamrani, T., Alhussain, M. A., Al-Otaibi, T., & Alhusain, I. (2024) · Cureus · doi:10.7759/cureus.56224 · Cited by 2 · see citing works
“These findings suggest several important implications for public health strategies and policy development [11,12].”
BackgroundTHE RELATIONSHIP BETWEEN BODY MASS INDEX AND LIFE SATISFACTION AMONG ADULT RUSSIANS
Gromova, D., & Алексеевна, Х. Н. (2023) · Social Aspects of Population Health · doi:10.21045/2071-5021-2023-69-1-5 · Cited by 3 · see citing works
Health Benefits of Video Games in Adolescents and Young Adults
Nagata, J. M., Nayak, S., Choi, W., Potes, C., Heuer, A., Memon, Z., Talebloo, J., Li, E. J., Bao, K., Helmer, C. K., et al. (2026) · Current Pediatrics Reports · doi:10.1007/s40124-026-00376-y · Cited by 1 · see citing works
Ping, L. L., Hee, O. C., Kowang, T. O., & Wu, C.-H. (2024) · International Journal of Evaluation and Research in Education (IJERE) · doi:10.11591/ijere.v13i3.27696 · Cited by 1 · see citing works
“Researchers hypothesized that exercise leisure programs [24]; group singing bereavement [25]; physical activities [26]; sports [27]; video games [28]; and leisure activities (i.e., art club, sports association, community group) [29] could be helpful for adults and young people with mental health…”
BackgroundThe PMDWell framework: A confirmatory factor analysis of video game players’ wellbeing
Olejarnik, S. Z., & Romano, D. M. (2025) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2025.100806 · Cited by 1 · see citing works
“…poorer health outcomes for high engagement or addicted players (Shiue, 2015; Fitzpatrick et al., 2019; Isralo-witz et al., 2022; Leung et al., 2024; Pelletier et al., 2020) to studies failing to replicate such findings (Alagoz & Keskinkilic, 2022; McDou-gall & Duncan, 2008; Primack et al., 2012;…”
Helvich, J., Jozefiaková, B., Živná, K., Novák, L., & Tavel, P. (2026) · Human Behavior and Emerging Technologies · doi:10.1155/hbe2/9961890 · Cited by 1 · see citing works
Kato, H. (2024) · Pragmatics & beyond. New series · doi:10.1075/pbns.348.10kat · Cited by 1 · see citing works
Behavioral Addictions: Excessive Gambling and Gaming
Derevensky, J. L. (2022) · Springer eBooks · doi:10.1007/978-3-031-08364-8_15 · Cited by 1 · see citing works
Time Spent Gaming and Negative Symptoms: How Much Gaming is Too Much?Preprint
Katz, D., Horváth, Z., Pontes, H. M., Koncz, P., Demetrovics, Z., & Király, O. (2023) · SSRN Electronic Journal · doi:10.2139/ssrn.4461076
Sleep Characteristics of an International Sample of Adult Gamers
Lee, K. J., Morrell, H. E. R., Lee, H. J., & Dyk, T. R. V. (2024) · Sleep Science · doi:10.1055/s-0043-1776751
Assessing the Influence of E-Gaming on the Sports Performance of Junior High School Students
Nandal, D. (2024) · International Journal of Science and Research (IJSR) · doi:10.21275/sr24307144023
“Literature Review (Pelletier et al., 2020) conducted a scoping review to explore the potential relationships between video game usage and physical health.”
BackgroundAn Evaluation of the Influence of Video Games on Sports Performance of Junior High School Students
Gulati, G. (2024) · Journal of Educational Research and Policies · doi:10.53469/jerp.2024.06(08).02
Subaşı, M., Gürkan, E., Karaman, H., Bulut, S., & Осин, Е. Н. (2024) · Research Square · doi:10.21203/rs.3.rs-5591069/v1
Ramesh, K. (2025) · i-manager s Journal on Mobile Applications and Technologies · doi:10.26634/jmt.12.1.22135
Subaşı, M., Gürkan, E., Karaman, H., Bulut, S., & Осин, Е. Н. (2025) · Addicta The Turkish Journal on Addictions · doi:10.15805/addicta.2025.24142
“A large body of research has emphasized possible negative effects of video games such as aggression (Greitemeyer & Mügge, 2014), less academic achievement (Savić Tot et al., 2023), and worse physical health (Pelletier et al., 2020).”
van Rooij, A. J., van der Rijst, V. G., Date, M., Tuijnman, A., Oostenbach, K. P. J., Carras, M. C., & Thrul, J. (2026) · Royal Society Open Science · doi:10.1098/rsos.250969 · Cited by 1 · see citing works
Anselmo-e-Silva, C. I., Santos‐de‐Araújo, A. D., Melger, M. J. C., Ferreira-Silva, H., Neto, D. B., Issi, V. K., Filho, W. T. D. A., Junior, W. M. D. S., & de Sousa, N. T. A. (2026) · Scientific Reports · doi:10.1038/s41598-026-41487-2
“…of vigorous intensity aerobic activity per week, which can be distributed throughout the week and moderate intensity aerobic physical activity for a minimum of 30 min on five days per week, or vigorous intensity aerobic activity for a minimum of 20 min on three days per week, respectively 42,39 .”
Proteus effect and health profiles: associations between physical inactivity and avatar behaviours
Brown, T., Wilson, N., Latifi, M. Q., Hein, K., & Stavropoulos, V. (2026) · Behaviour and Information Technology · doi:10.1080/0144929x.2026.2670370
Reconceptualizing online gaming in emerging adulthood: a phenomenological study
Sathiyaseelan, A., Balasundaram, S., & Patangia, B. (2026) · BMC Psychology · doi:10.1186/s40359-026-05058-4
“Despite these findings, the literature remains fragmented and often examines discrete outcomes without integrating them into a holistic account of the gaming experience [20, 24, 26].”
The Relationship Between Gameplay and Leisure-Time Physical Activity in Adult Video Game Players
Scoggins, H., Zhang, Y., Porter, R. R., & Braun-Trocchio, R. (2026) · Journal of Electronic Gaming and Esports · doi:10.1123/jege.2025-0045
- Authors
- Huard Pelletier, V., Lessard, A., Piché, F., Tétreau, C., & Descarreaux, M.
- Affiliations
- Department of Anatomy, Universite du Quebec a Trois-Rivieres, Trois-Rivières, Canada
- Université du Québec à Trois-Rivières (CA)
- Corresponding author
- Descarreaux, Martin
- Venue
- BMJ Open Sport & Exercise Medicine
- Publisher
- BMJ
- Published
- 2020-10
- Volume
- 6
- Issue
- 1
- Pages
- e000832
- ISSN
- 2055-7647 (ISSN-L)
- PMC
- PMC7547538
- OpenAlex
- W3091467552
- Cited by
- 61
- References
- 42
- Citations by year
- 2026: 8 · 2025: 5 · 2024: 17 · 2023: 17 · 2022: 11 · 2021: 3
- FWCI
- 0.99
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- BMJ Open Sport & Exercise Medicine (publishedVersion, cc-by-nc)
- PubMed Central (publishedVersion, cc-by-nc)
- PubMed (publishedVersion)
- Le dépôt institutionnel (Université du Québec à Trois-Rivières) (acceptedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Funders
- Chaire de recherche internationale en santé neuromusculosquelettique (NA)
- Topics
- Health Sciences › Medicine › Physiology › Physical Activity and Health
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Social Psychology › Ergonomics and Musculoskeletal Disorders
- Keywords
- video games, physical health, gaming time, body mass index, self-rated health, physical activity, sedentary behavior, sleep, fatigue, musculoskeletal pain, dietary behaviour, health behavior
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