01584nas a2200241 4500000000100000000000100001008004100002260001200043653001400055653001700069653002200086653002200108653002100130100003100151700002800182700003100210245011200241856009500353300001000448490000600458520086400464022001401328 2018 d c09/201810aVideogame10aGamification10aPhysical Exercise10aLiterature Review10aState of The Art1 aCarina González-González1 adel Nazaret Gómez Río1 aVicente Navarro-Adelantado00aExploring the Benefits of Using Gamification and Videogames for Physical Exercise: a Review of State of Art uhttp://www.ijimai.org/journal/sites/default/files/files/2018/03/ijimai_5_2_6_pdf_43532.pdf a46-520 v53 aThere is a lack of motivation in children and adolescents to do physical exercise and at the same time a worldwide obesity epidemic. Gamification and active videogames can be used to increase the motivation of young people, promoting healthy habits. In this work we explore different studies on active videogames, eSports and gamification applied to physical exercise and health promotion. Main findings include positive effects in a reduction in body weight and in the promotion to continue performing of physical exercise. It also contributes to increase the motivation in children and adolescents to practice exercise. The personalization of user experience and emerging technologies (big data, wearables, smart technologies, etc.) are presented as promising opportunities to keep the engagement in game-based program and gamification of physical exercise. a1989-1660