Using Exergames to Promote Healthy Habits in Schools

Nazaret Gómez del Río, Carina S. González-González*, Yeray Barrios Fleitas, Pedro A. Toledo-Delgado, Francisco J. García-Peñalvo, Fernando Moreira

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review


Educating children in healthy lifestyle habits is one of the most effective ways to prevent future diseases such as obesity and improve their health. This chapter presents an educational intervention project to promote healthy lifestyle habits using active video games and gamified activities as a motivational tool towards healthier habits. In particular, we describe the workshops carried out in different primary schools using an active video game called TANGO:H and other gamified tools. The results of these workshops have shown a very high satisfaction with the intervention itself and the active video game.
Original languageEnglish
Title of host publicationAdvanced Virtual Enviroments and Education
EditorsTiago T. Primo, Alex S. Gomes, Fernando Moreira, César Collazos
Place of PublicationCham
Number of pages13
ISBN (Electronic)978-3-031-07018-1
ISBN (Print)978-3-031-07017-4
Publication statusPublished - 2022
Event3rd International Workshop on Advanced Virtual Environments and Education, WAVE 2021 - Fortaleza, Brazil
Duration: 21 Mar 202124 Mar 2021
Conference number: 3

Publication series

NameCommunications in Computer and Information Science
ISSN (Print)1865-0929
ISSN (Electronic)1865-0937


Conference3rd International Workshop on Advanced Virtual Environments and Education, WAVE 2021
Abbreviated titleWAVE 2021


  • Exergames
  • Healthy habits
  • Gamification
  • Childhood obesity
  • NLA


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