Evidence map›Paper›PMID 42656651›Full record

ArticleFrontiers in public health2026

Pre-post changes in physiological, cognitive, and motivational outcomes following an active video game intervention in adolescents and adults: a pilot study.

Ashley Williams, Danielle D Wadsworth, Thangiah Geetha

Abstract read
In one paragraph

Article in Frontiers in public health, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Ashley WilliamsDepartment of Food, Nutrition, and Packaging Sciences, Clemson University, Clemson, SC, United States.
Danielle D WadsworthSchool of Kinesiology, Auburn University, Auburn, AL, United States.
Thangiah GeethaDepartment of Food, Nutrition, and Packaging Sciences, Clemson University, Clemson, SC, United States.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Active video games (AVG) are emerging as a promising home-based strategy to increase physical activity by integrating movement into interactive gameplay. However, evidence remains limited regarding their effectiveness across physiological, cognitive, and motivational outcomes in adolescents and adults within household settings. Methods: In this uncontrolled pilot study, participants completed an 8-week home-based intervention using Results: Adolescents demonstrated significant changes in body composition, with increased fat-free mass and reduced fat mass ( Conclusion: An 8-week low-dose AVG intervention produced modest and heterogeneous effects, with more favorable physiological responses observed in adolescents than adults. However, changes in adolescent body composition likely reflect normal developmental processes and cannot be attributed solely to the intervention. Overall, commercially available AVGs appear insufficient as a standalone intervention for improving broader cognitive, fitness, or motivational outcomes. Future research should employ controlled designs, optimize intervention dose, improve adherence, and incorporate structured progression to enhance effectiveness.

Indexed as

CognitionExerciseMotivationVideo GamesAdolescentAdultBody CompositionFemaleHand StrengthHumansMalePilot ProjectsYoung Adultactive video gamesadolescentsadultsbody compositionfamily-based interventionmuscular strengthphysical activity

Identifiers

PMID42656651
PMCPMC13506757

What OpenQuestion holds

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.