“…However, the screen time, an important variable in the study of sedentary behavior 18 , presents itself, at this moment, as a factor for future studies because individuals who spend too much time using devices such as laptops, phones, or TVs increase a component of sedentary behavior which is harmful to health and is associated with a risk of developing obesity 19 ; on the other hand, technology can also be a tool to promote health and improve physical fitness, because games combined with movement and motivational elements, as already seen in the concept of exergaming 20.21 applied to technological exercise equipment, promote competitive games, racing simulations, among others, in the form of videogames or digital neurocognitive games known as brain games 22 . Although both are composed of simultaneous elements of motivation and data monitoring, the latter would have more characteristics to reduce sedentary behavior.…”