Getting children moving using active video games

14 May 2025

The positive relationship between regular physical activity and childhood development, general well-being, and positive health outcomes is widely acknowledged. However, more than 80% of children and teenagers worldwide still do not meet the WHO’s recommendation of minimum 60 minutes of moderate-to-intense physical exercise daily.

This inactivity is exacerbated by the increasing amount of time that children and adolescents spend on digital devices like phones, tablets, and computers, primarily for entertainment and social interactionactivities that are predominantly sedentary – in addition to sitting at school and for homework. Data analyzed from 97 countries showed that 25% of boys and 24% of girls (aged 13–15 years) report sitting more than 3 hours daily. Also, a European survey revealed that 81% of children (aged 9-16 years) use a smartphone to go online daily, or almost daily. This data highlights an urgent need for innovative, smart and accessible solutions to promote physical activity. 

Contextually to the WHO Global Action Plan on Physical Activity 2018-2030 and the WHO Global Strategy on Digital Health 2020-2025, an innovative active video game (AVG)-based programme was developed to engage children in increasing physical activity, namely GenMove programme. AVGs, also known as “exergames”, are digital games that require physical movement to play, such as jumping, dancing, or catching.

These tools not only can provide children with alternative opportunities of sport and exercise, but more broadly they represent a valuable way to accelerate the adoption of accessible, affordable, and sustainable digital health solutions to improve global health and achieve the health-related Sustainable Development Goals (SDGs). 

By leveraging digital innovations, GenMove was expected to inspire movement, improve health outcomes, and create enjoyable experiences for children globally. In other words, despite their negative effects, digital devices can also help children shift sedentary recreational screen time into active engagement by leveraging their interest in technology in a positive and interactive way. 

GenMove programme was designed to be delivered through an App and was based on the following key requirements: 


  • Appeal to all children, regardless of gender, fitness, skills or ability by offering diversity in the games to maintain interest and which are attractive to both boys and girls. 

  • Inclusive and enjoyable for children of all abilities 

  • Encourage active play by harnessing the positive features of digital technology 

  • Be available on the most-used phones and operating systems 

  • Remove or reduce barriers to access and play 

  • Reach a global audience through multiple languages 

A pilot-testing was conducted and promising results on intervention reach, engagement, retention and user interaction were obtained. Over four weeks, GenMove programme reached children from 175 countries and resulted in high playtime levels. Moreover, children engaged in gamification features reporting satisfaction ratings that exceeded category averages. 

Overall, GenMove programme represented a valuable example of how leveraging digital applications can promote childhood health through physical activity. The programme also suggested supporting and encouraging development and innovation in AVG, investing in digital health research and evaluation, leveraging major sport events to amplify global reach, as well as fostering collaboration and public-private partnership to attract diverse stakeholders and increase awareness on sustainable digital health interventions. 

Source:
Getting children moving using active video games: a report of the GenMove programme


 

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