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The Impact of Technologies on the Promotion

of Physical Activity: A Narrative Review

O impacto das tecnologias na promoção da atividade física: uma revisão narrativa

El impacto de las tecnologías en la promoción de la actividad física: una revisión narrativa

 

Erick Santana de Souza
santanaerick2009@ufrrj.br

 

Master's Student in Physics Science

at the Salgado de Oliveira University (UNIVERSO)

Scholarship of the Support Program for Postgrad Studies

in Private Higher Education Institutions (CAPES)

Graduated in Physical Education from the Federal Rural University of Río de Janeiro

Participant member of LABSAFE (Laboratory of Social Dimensions

Applied to Physical Activity and Sports)

in the ELDAF area (Longitudinal Study of Determinants

of Physical Activity), regularly registered

in the CNPq research group directory

Currently, he is a full professor in the public school network

of the municipalities of São Gonçalo/RJ and Angra dos Reis/RJ

(Brazil)

 

Reception: 01/29/2025 - Acceptance: 05/30/2025

1st Review: 05/11/2025 - 2nd Review: 05/23/2025

 

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Suggested reference: Souza, E.S. de (2025). The Impact of Technologies on the Promotion of Physical Activity: A Narrative Review. Lecturas: Educación Física y Deportes, 30(329), 235-248. https://doi.org/10.46642/efd.v30i329.8116

 

Abstract

    Introduction: Technological advances have impacted several areas, including health and physical activity promotion. However, few reviews summarize these effects. Objective: To review studies that analyze the impact of new technologies on promoting physical activity. Methods: A narrative literature review was conducted on Google Scholar, considering articles published in the last 15 years. Descriptors such as "Technology" and "Physical Activity" were used. After the inclusion and exclusion criteria, 24 studies were selected. Results: The technologies applied to the promotion of physical activity were categorized into three main axes: (1) guidance and monitoring of controls, allowing personalization of workouts, remote monitoring, and monitoring of physiological solutions; (2) gamification and social interaction, encouraging adherence through interactive games and social networks that stimulate engagement; and (3) rehabilitation and active aging, with innovations that assist in motor recovery and maintenance of mobility in the elderly. Conclusion: Technology has contributed significantly to the adherence and maintenance of physical activity, although challenges such as inequalities in access and increased sedentary lifestyle need to be addressed.

    Keywords: Technology. Innovation. Physical activity. Health.

 

Resumo

    Introdução: Os avanços tecnológicos têm impactado diversas áreas, entre as quais a promoção da saúde e da atividade física. No entanto, poucas análises resumem estes efeitos. Objectivo: Rever estudos que analisam o impacto das novas tecnologias na promoção da actividade física. Métodos: Foi realizada uma revisão narrativa da literatura no Google Scholar, considerando artigos publicados nos últimos 15 anos. Foram utilizados descritores como “Tecnologia” e “Atividade Física”. Após os critérios de inclusão e exclusão, foram selecionados 24 estudos. Resultados: As tecnologias aplicadas à promoção da atividade física foram categorizadas em três eixos principais: (1) orientação e monitorização de controlos, permitindo a personalização do treino, monitorização remota e monitorização de soluções fisiológicas; (2) gamificação e interação social, incentivando a adesão através de jogos interativos e redes sociais que estimulem o engagement; e (3) reabilitação e envelhecimento ativo, com inovações que auxiliem na recuperação motora e na manutenção da mobilidade nos idosos. Conclusão: A tecnologia contribuiu significativamente para a adesão e manutenção da atividade física, embora desafios como as desigualdades no acesso e o aumento do sedentarismo necessitem de ser enfrentados.

    Unitermos: Tecnologia. Inovação. Atividade física. Saúde.

 

Resumen

    Introducción: Los avances tecnológicos han impactado diversas áreas, incluyendo la promoción de la salud y la actividad física. Sin embargo, pocos análisis resumen estos efectos. Objetivo: Revisar estudios que analizan el impacto de las nuevas tecnologías en la promoción de la actividad física. Métodos: Se realizó una revisión narrativa de la literatura en Google Académico, considerando artículos publicados en los últimos 15 años. Se utilizaron descriptores como "Tecnología" y "Actividad Física". Tras aplicar los criterios de inclusión y exclusión, se seleccionaron 24 estudios. Resultados: Las tecnologías aplicadas a la promoción de la actividad física se categorizaron en tres áreas principales: (1) orientación y control de la actividad física, que permite entrenamiento personalizado, monitorización remota y monitorización de soluciones fisiológicas; (2) gamificación e interacción social, que fomenta la adherencia mediante juegos interactivos y redes sociales que estimulan la participación; y (3) rehabilitación y envejecimiento activo, con innovaciones que facilitan la recuperación motora y el mantenimiento de la movilidad en adultos mayores. Conclusión: La tecnología ha contribuido significativamente a la adherencia y el mantenimiento de la actividad física, aunque es necesario abordar desafíos como las desigualdades en el acceso y el aumento del sedentarismo.

    Palabras clave: Tecnología. Innovación. Actividad física. Salud.

 

Lecturas: Educación Física y Deportes, Vol. 30, Núm. 329, Oct. (2025)


 

Introduction 

 

    Human beings experienced profound transformations throughout the Industrial Revolution, which enabled technological development and the creation of various innovative equipment (Ginane, & Azevedo, 2023; Lima, & Gomes, 2020). Among these transformations, four primary phases can be mentioned: 1st Industrial Revolution, related to the creation of the steam engine; the Second Revolution, focused on the beginning of the development of technology; the Third Industrial Revolution, which enabled a union of forces between technology and scientific knowledge, providing the pinnacle of cutting-edge technology; and fourth industrial revolution, which encompassed, in addition to science and technology, the sharing of information. (Lopes et al., 2020; Pasquini, 2014)

 

    In this context, technology is understood as the creation of tools, mechanisms, techniques, and innovations related to the production of goods and services, scientific knowledge, and supporting theory, which aim at human development and the modification of the world (Paiva, 1999; Martins et al., 2020; Veraszto et al., 2009). Although there are several criticisms related to the evils brought by technology, through it, science produces developed and promising knowledge to make everything more useful and solve problems. (Akabane, & Pozo, 2019; Bierbaum et al., 2020)

 

    Technological contributions to the development of different areas of human development are also identified, such as infrastructure and civil construction (Brynjolfsson, & McAfee, 2014; Tkáč, & Mésároš, 2019), energy and gas (Bogaerts, & Neyts, 2018), transportation (Banister, & Stead, 2004), information and communication, education (Area, & Adell, 2021; Schroeder et al., 2023), and medicine (Akabane, & Pozo, 2019; Nascimento, 2023). Such contributions were of utmost importance, primarily in the medical field, treating chronic diseases, and orthopedic rehabilitation. (E.V. Pereira et al., 2024; F.G. Pereira et al., 2024)

 

    Still, in the medical field, technology dramatically assists in the prevention, rehabilitation, and promotion of health. Technology is divided into three axes: complex equipment and machines; soft-hard, organized, and smooth knowledge; and theoretical-practical procedures. (Barros et al., 2021; Pereira et al., 2021; Siqueira et al., 2019). In this sense, among technology's contributions, the facilitation and stimulation of physical activity in individuals of all ages stand out. (Mattos et al., 2020; Pavão, & Van Munster, 2023)

 

    Physical activity is a health-protective behavior divided into intensity, frequency, volume, type, and domain. It contributes not only to the prevention and treatment of various diseases in a non-pharmacological way but also to improving the quality of life of individuals (Brasil, 2021; Buss et al., 2020; Lacerda Júnior et al., 2022; Silva, & Alturas, 2021). Physical activity should be practiced at least 150 minutes of vigorous physical activity or 300 minutes of moderate activity weekly, according to the recommendations of the World Health Organization. (F.F. de Lima, 2022; Mattos et al., 2020)

 

    In this scenario, technology emerges as an ally in developing sports equipment, monitoring applications, and social interaction tools, which facilitate practicing and adhering to physical activity (Mattos et al., 2020; Pavão, & Van Munster, 2023). Thus, this study seeks to consolidate the evidence on the impacts of technological innovations in promoting physical activity. Therefore, this review's objective is to investigate studies that analyze the impact of new technologies on promoting physical activity.

 

Methods 

 

    This study is a narrative review of the literature conducted on Google Scholar between March and August 2024. The descriptors used included combinations of "Technology" and "Physical Activity," as well as terms such as "Mobile Applications," "Technological Equipment," and "Gamification." In total, 24 studies have been published in the last 15 years focusing on the impacts of technologies on promoting physical activity.

 

    Two inclusion criteria were adopted: a) studies reporting technological contributions to promoting physical activity and b) peer-reviewed publications. On the other hand, the following studies were excluded: a) studies outside the 15 years and b) articles without practical evidence of technological impact.

 

    The data were selected for convenience, respecting the title and abstract of the studies. The extraction included the title, author, abstract, type of improvement, and direct impact on promoting physical activity. Frequencies and percentages were used to aid the discussion of the studies.

 

Results 

 

    This review consisted of 24 studies. Based on the identified technological contributions, the analyzed studies were grouped into three categories: exercise guidance and monitoring, gamification and social interaction, and rehabilitation and aging. Table 1 provides more details on the influence of technology on promotion of physical activity.

 

Table 1. The influence of technology on the promotion of physical activity

Types of improvement

Direct impact

Virtual exercise guidance

↑ Performing the exercises

Real-time session monitoring

↑ Support for questions

Virtual environments for social interaction

↑ Incentive and motivation

Interaction of physical activity with games

↑ Adherence to AF based on playfulness

Health monitoring apps

↑ Training self-control

Virtual medical rehabilitation

↑ Efficiency

Equipment modernization

↑ Performance and efficiency

Health monitoring

↑ Disease prevention

GPS software

↑ Training control

Source: Research data

 

Exercise guidance and monitoring 

 

    Studies have found that technology has enabled greater personalization of workouts, exercise execution, question support, GPS tracking, and monitoring variables such as heart rate and calorie expenditure (Dias, 2020; Peiter, 2021). In addition, advances in wearable devices, such as smartwatches, have increased accessibility to tracking health metrics. (Köhler et al., 2024)

 

    In this sense, the pandemic can be cited as a driver of this relationship. During the period of isolation, technology made it possible for online classes and video-facilitated exercise protocols to become viable alternatives (Novaes et al., 2020; Souza Filho, & Tritany, 2020). Thus, even today, hybrid teaching and training environments continue to be widely used, expanding the reach of professionals. (Jordán et al., 2022)

 

Gamification and social interaction 

 

    It was also possible to identify through the studies that technology has allowed for greater playfulness and engagement in physical activities (Shameli et al., 2017). Thus, games such as “Just Dance” and “Virtual Soccer” were essential for integrating physical movement into the digital experience, promoting greater engagement and calorie expenditure (Marchett, & Belmiro, 2011; Puolitaival et al., 2020). Similarly, it was identified that networks such as Discord and WhatsApp groups were also fundamental in creating communities to encourage and motivate the practice of physical exercise. (Althoff et al., 2017)

 

    In addition, studies have shown that technology has enabled live broadcasts and social media interactions to provide motivational support and greater engagement (Santiago, 2020; Possamai et al., 2020). This allowed for more dynamic and accessible communication, strengthening the bond with the public.

 

Rehabilitation and active aging 

 

    Finally, studies have found that technology has enabled the creation of tools such as "Recovery Rapids" to assist in motor recovery, bringing greater efficiency and better performance in development (Neves et al., 2023; Toledo, 2025). On the other hand, technologies based on artificial intelligence, such as biomechanical analysis systems, have increased the accuracy of rehabilitation protocols.

 

    In addition, technology has also been found to facilitate older adults' engagement in physical activities. For example, the game "JUMP" promotes active aging by combining physical exercise with an interactive narrative (Pulido Luque, 2018; Veloso et al., 2016). These games also include relevant initiatives, including interactive devices designed to improve mobility and reduce social isolation in older adults.

 

Discussion 

 

    This review aimed to investigate studies that analyzed the impact of new technologies on promoting physical activity. The results were divided into three essential interventions to facilitate understanding of the role of technologies in promoting physical activity: a) virtual exercise guidance, b) gamification of physical exercise, and c) medical rehabilitation.

 

    These points will be further explained later, but in summary, the results demonstrated that technology has enabled virtual exercise guidance through digital technologies and technological equipment. Thus, through technology, it has become possible to carry out virtual exercise guidance, previously only in person (Santiago, 2020; Ferreira, 2021). In addition, technology was essential to bring physical activity and virtual games closer together, which were often related only to sedentary behavior (Souza et al., 2022). Finally, technology has positively impacted the rehabilitation of individuals affected by diseases that affect motor behavior, which will reduce their respective motor capacities. (Viana et al., 2018)

 

Virtual fitness coaching & session monitoring 

 

    Studies have shown that technology has made virtual exercise guidance possible. During the pandemic and social isolation, individuals were advised to avoid leaving their homes (Bittencourt, 2020; M.D. Pereira et al., 2020). Some exercise protocols with images were used, generating short, educational videos related to learning physical exercises and images of stretching. (Novaes et al., 2020; Tene et al., 2022)

 

    In addition, studies have observed that technology has made it possible to monitor sessions and generate surveys to determine the protocol's impact (Novaes et al., 2020; Souza Filho, & Tritany, 2020). With this, virtual environments for social interaction were created through live broadcasts and synchronous classes, facilitating support for physical activity in older adults through guided exercise programs. (Possamai et al., 2020; Silva et al., 2019)

 

Gamification and social interaction 

 

    Second, studies have found that technology has promoted movement interaction with certain games, in which physical effort has become the center of the playful experience (Roque, 2014; Yen, & Chiu, 2021). Thus, games such as "Just Dance", "Virtual Soccer" and "Dr. Kawashima" are fundamental (Cruz Junior, & Pereira, 2023; Veloso et al., 2016). These games mentioned use a Kinect' that helps guide each individual's body gesture, assimilating the physical gesture to virtual movement; that is, the technology can offer support for equipment to capture the movement and direction of the movement, which can subsidize the quality of the movement (J.C. Pereira et al., 2012; van den Berg et al., 2019; Zerf, 2019). Usually, these games can be related to some scoring, ranking, and rewards system, and most of the time, they are created to serve the elderly population (Verzani, & Serapião, 2020). In this way, the individual stimulates their cognitive, motor, and social capacities, favoring quality of life and active aging. (Cruz Junior, & Pereira, 2023; Veloso et al., 2016)

 

    It has been found that these games that allow some virtual interaction with physical movements are called "Exergames" and require a certain level of caloric expenditure while being played (Araújo et al., 2017; Marchett, & Belmiro, 2011; Viana, & De Lira, 2020). In short, your performance in the game is measured through your motor actions, with the main benefit being that the player stops using only their fingers on the joystick (controller) and starts using their entire body, increasing physical effort and caloric expenditure (Marker et al., 2022; Puolitaival et al., 2020; Vaghetti et al., 2014). The platforms used to play these games include the Xbox 360 Kinect, Nintendo Wii, and PlayStation Move. (Vaghetti et al., 2014)

 

    In addition to games, studies have also found that some applications related to monitoring physical activity are also investigated in the literature (Peiter, 2021; Verzani, & Serapião, 2020; Vieira, 2022). These can generally have technological innovations such as tracking via GPS (Global Positioning System), gyroscopes, and/or accelerometers and monitoring of some variables such as frequency, intensity, and duration of physical activity, often by smartwatches (Dias, 2020; Silva, & Alturas, 2021; Verzani, & Serapião, 2020). Among some functions related to exercise applications, the following stand out: personalization of objectives, goals, pre-registered workouts or challenges, monitoring of calorie expenditure, connection to virtual social networks, performance feedback, speed, and distance, number of steps, progress, measurement of heart rate, and training videos. (Verzani, & Serapião, 2020)

 

    In line with the technological creations mentioned above, some studies are fundamental. For example, a literature review by Piola et al. (2020) investigated applications to encourage physical activity in children and adolescents. In this sense, four applications were found "AXxion: Lost Treasure Ark", "Fitness Moves", "Looking for Bobby", and "Sworkit Kids" (Piola et al., 2020). Among the most acceptable qualities, functionality and user feedback were observed, in addition to good attractiveness and reception by children and adolescents. (Piola et al., 2020)

 

    Still regarding the applications created, Dias (2020) created an application called "Mova-se", which was related to monitoring some important variables in the practice of physical activity. The functionalities include a pedometer, BMI, water, blood pressure, and a list of work exercises. (Dias, 2020)

 

Rehabilitation and active aging 

 

    Finally, it was also observed that technology is also used to rehabilitate individuals suffering from diseases that compromise motor performance and encourage active aging. Examples include "Recovery Rapids", "Rehabilitation Gaming System" and the "Shelf Stack”, which use Kinect in some motor tasks ordered by professionals (Neves et al., 2023; Veloso et al., 2016; Viana et al., 2018). On the other hand, regarding active aging, the game "JUMP" was a proposal by a study with elderly people, whose objective was to achieve active aging. In general, the game is based on an RPG story of the character Sully, where the activities involve scheduling activities, sharing your progress, and finding simulations about the exercises to practice. (Neves et al., 2023; Veloso et al., 2016; Viana et al., 2018)

 

Conclusions 

 

    In summary, the studies found that advancing technologies and innovations were paramount for promoting physical activity in society. The following contributions stand out: virtual guidance on the execution of exercises, the interaction of physical movements in digital games, and rehabilitating individuals with some motor impairment.

    

    Furthermore, it is possible to point out some negative points brought about by technology in promoting physical activity, such as the increase in sedentary lifestyles. With the increase in innovative technological equipment, comfort and low caloric expenditure increased, as some needs of individuals to perform certain activities ceased, such as the remote control in exchange for television buttons, the computer, the internet, and video games with only joystick games, called sedentary video games, which increased sedentary time. Repetitive strain injuries, epicondylitis, tenosynovitis, and video game epilepsy can also be mentioned.

 

    Limitations of this study include the low methodological systematization and the low number of studies included in the review. In general, more studies need to be conducted to investigate the impact of new technologies on promoting physical activity. These studies are essential for a comprehensive understanding of the role of technology in health, thus contributing to increasing engagement and adherence to physical activity.

 

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Lecturas: Educación Física y Deportes, Vol. 30, Núm. 329, Oct. (2025)