“…Seven studies used the Nintendo Wii exergaming system with a variety of software packages (Ackerman et al, 2010;Hughes et al, 2014;Maillot et al, 2012;Pompeu et al, 2011;Şimşek and Çekok, 2016;Staiano et al, 2012;Zimmermann et al, 2014), four used interactive dance games with pressure-sensitive dance platforms used to response to visual cues for foot movements (Eggenberger et al, 2016;Eggenberger, 2015;Schattin et al, 2016;Schoene et al, 2013), three used interactive cycling/treadmill training wherein participants completed various tasks or avoided obstacles while pedaling/walking around virtual tracks (AndersonHanley et al, 2016;Barcelos et al, 2015;Mirelman et al, 2016) one used virtual-reality kayaking requiring coordinated upper-body movement to navigate virtual lakes/rivers (Park and Yim, 2016), one used the Microsoft Kinect system to deliver an aerobic exercise routine (Kimhy et al, 2015), and one used interactive co-ordination training involving throwing/catching games in a virtual environment (Chan et al, 2010). Control conditions were waitlist/usual treatment (N=5), aerobic exercise (N=5), balance, stretching and strengthening exercises (N=4) and health education sessions, reading, cognitive remediation or memory training (all N=1).…”