Introduction: Active video games are an important parcel of our society. For many years this type of entertainment has been looked at as just a ludic device. More recently this device has been used as a form of therapeutic intervention.
Objectives: Review in a systematic way the available scientific evidence about the efficacy of active video games, in balance on healthy elderly people and if necessary propose further investigation.
Methodology: Were included experimental studies in English, French and Spanish, with an intervention based on active video games to promote balance on healthy elderly people. The research took place on the following databases: PubMed, PEDro, Science Direct, Cochrane, Web of Knowlegde, EBSCO, Taylor & Francis, Springer and Wiley. The article selection was made by five independent reviewers. Of the 1434 initial articles were selected nine. This final sample was read and analysed using PEDro’s scale.
Results: All the studies used balance as the main variable and although using different evaluation methods they showed significant differences in the experimental groups.
Conclusion: After analyzing the results it’s possible to observe that this type of intervention is effective in improving balance in healthy elderly. However the limitations of the studies have to be considered and the results cannot be applied to the general population. It´s essential to continue the investigation about this subject creating more evidence with strong experimental relevance.N/