“…Regarding the interface of the game, 38.1% of the interventions used movement to register the players’ performance (Wii or Kinect technology); 23.8% used manual devices (buttons, keyboards, gamepad or console) [37, 64, 65, 68, 70]; 23.8% used a digital carpet or balance board [39, 66, 74–76]; and 14.3% used a touchscreen [43, 67, 71]. A minority (28.6%) of the interventions used serious video games (brain training interventions) [37, 43, 64, 65, 67, 71], 57.1% used exergames [38–40, 66, 69, 72–78] and 14.3% used casual video games [65, 68, 79].…”