Active Video Games: A New Approach to Combat Childhood Obesity

Thu 10th Jul, 2025

Recent research suggests that active video games can play a pivotal role in encouraging physical activity among children struggling with obesity. The study, published in the International Journal of Behavioral Nutrition and Physical Activity, investigates how integrating narrative elements into active gaming can enhance engagement and exercise levels.

The lead researcher, an associate professor at Northeastern University, explored the potential of combining storytelling with interactive gaming. The premise was simple yet innovative: could a captivating narrative motivate children to participate in physical activity through gaming?

With obesity being a significant concern in the United States, affecting nearly one in five children, this research comes at a crucial time. The study involved a diverse group of children, primarily from Black and Hispanic communities in Boston, and aimed to determine whether a narrative-driven approach to active video games could lead to increased physical engagement.

Despite challenges posed by the pandemic, the findings revealed promising results. Children who participated in the study and engaged with active video games that included a bespoke animated story experienced an increase in daily physical activity. On average, these children engaged in seven additional minutes of moderate to vigorous exercise compared to their peers who did not have access to the narrative component.

The active gaming experience was designed in collaboration with Fablevision Studios, a media company specializing in children's content, resulting in a 72-episode animated series tailored to complement the gaming experience. This series featured characters that reflected the children's own experiences, which the researchers believed would enhance relatability and investment in the narrative.

The study included 79 participants divided into three groups. One group played the active video games accompanied by the animated story, while another group played the games without the narrative. A control group had neither. The results indicated that the children who engaged with both the narrative and the games demonstrated a modest increase in physical activity and steps taken during the study period. Additionally, children who played active games without the narrative also showed slight improvements in body mass and cholesterol levels.

Importantly, none of the children in the study exhibited signs of worsening obesity, which suggests that active video games, even when used in moderation, can contribute positively to children's physical health. The research adds to the growing body of evidence that challenges the stereotype of video gaming as a solely sedentary activity.

The findings underscore the potential for video games to be utilized as a tool for promoting physical health among children. By making exercise more appealing through engaging narratives, there is hope for fostering long-lasting habits that combat obesity. Future studies are anticipated to explore these concepts further, aiming to shift perceptions around the role of video games in children's lives.


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