PURPOSE: This systematic review aimed to analyse the effects of active video games (AVGs) on psychological outcomes among adolescents with overweight and obesity, guided by Social Cognitive Theory (SCT). METHOD: The review was conducted in accordance with the PRISMA guidelines. A systematic search was performed in PubMed, SCOPUS, EBSCOhost (SPORTDiscus), and Web of Science databases for studies published from 2013 to 2025. Keywords related to psychology, overweight or obesity, and adolescents were used. Ten out of 738 identified studies met the eligibility criteria and were included. An updated search using the same strategy was performed on September 1, 2025, but was restricted to PubMed and Web of Science due to temporary subscription constraints, which nevertheless identified newly published eligible studies. RESULTS: The findings suggest that AVGs may have a positive impact on certain psychological constructs such as self-efficacy and motivation, particularly in socially interactive and mastery-oriented settings. However, due to methodological heterogeneity, high risk of bias, and variability in intervention designs (e.g., console type, social context, duration), results for self-esteem, social support, and quality of life remain inconsistent. Measurement issues further limited the interpretability of some outcomes. CONCLUSION: Despite the high risk of bias in the existing literature, AVGs show preliminary promise as a tool for enhancing psychological well-being in this population; however, the current evidence is substantially limited by study quality and heterogeneity. Future research should employ rigorous designs, standardized measures, and longer follow-ups to better understand the mechanisms and contextual factors influencing AVG effectiveness. Theory-driven interventions tailored to adolescents' psychosocial needs are recommended.
Mai et al. (Wed,) studied this question.