ISSN 1671-3710
CN 11-4766/R
主办:中国科学院心理研究所
出版:科学出版社

心理科学进展 ›› 2026, Vol. 34 ›› Issue (11): 2049-2065.doi: 10.3724/SP.J.1042.2026.2049 cstr: 32111.14.2026.2049

• 研究前沿 • 上一篇    下一篇

体感游戏对儿童青少年执行功能的干预效果及机制

刘涵慧1, 吴际2, 葛雪景3, 李会杰3,4   

  1. 1中国青年政治学院青少年工作系, 北京 100089;
    2南宁师范大学教育科学学院, 南宁 530001;
    3中国科学院心理研究所, 北京 100101;
    4中国科学院大学心理学系, 北京 100049
  • 收稿日期:2025-09-01 出版日期:2026-11-15 发布日期:2026-08-21
  • 基金资助:
    国家自然科学基金资助(32471121)

The intervention effects and mechanisms of exergaming on executive function in children and adolescents

LIU Hanhui1, WU Ji2, GE Xuejing3, LI Hui-Jie3,4   

  1. 1Department of Youth Work, China Youth University of Political Studies, Beijing 100089, China;
    2School of Education Science, Nanning Normal University, Nanning 530001, China;
    3Institute of Psychology, Chinese Academy of Sciences, Beijing 100101, China;
    4Department of Psychology, University of Chinese Academy of Sciences, Beijing 100049, China
  • Received:2025-09-01 Online:2026-11-15 Published:2026-08-21

摘要: 近年来, 儿童青少年身体活动不足与屏幕时间增加的问题日益突出, 对其身心健康和执行功能发展产生了深远影响。体感游戏作为一种融合身体运动与认知挑战的创新干预手段, 在提升儿童青少年执行功能方面展现出较大潜力。基于对体感游戏干预范式的系统梳理, 本文重点探讨了体感游戏改善儿童青少年执行功能的效果及其作用机制。现有证据表明, 体感游戏通过生理唤醒、认知参与和神经重塑等多重机制, 显著提升了儿童青少年的抑制控制、工作记忆和认知灵活性, 尤其在短期及长期干预中效果更为明显。干预效果受到年龄、执行功能基线水平、体重、游戏认知负荷、运动强度、互动方式及干预场景等多重因素的调节。相较于既有元分析, 本文进一步提出了“三路径协同假设模型”, 整合了生理、认知与神经机制, 并系统梳理了从个体特征到环境因素的调节变量, 为理解干预效果的异质性提供了统一解释框架。未来研究应着重开发个性化与定制化的体感游戏、探索体感游戏干预的“剂量-反应”关系模型、拓展虚拟现实技术的应用、增强体感游戏干预研究的外部效度, 并进一步整合认知、生理与神经机制, 构建统一的理论模型, 从而推动体感游戏在儿童青少年认知功能改善领域的科学化与精准化应用。

关键词: 体感游戏, 干预, 执行功能, 儿童青少年

Abstract: Exergaming-a form of interactive digital game requiring physical movement—has emerged as a promising tool for improving executive functions (EFs) in children and adolescents. While previous meta-analyses have quantitatively synthesized the overall effectiveness of exergaming interventions, they have paid limited attention to how exergaming works (i.e., underlying mechanisms), for whom it works best, and under what conditions (i.e., moderators). This paper provides a comprehensive review and proposes a novel integrative framework to address these gaps.
A key innovation of this review is the proposal of a Triple‑Path Synergistic Hypothesis Model, which posits that exergaming enhances EFs through the dynamic interaction of three mechanistic pathways: (1) physiological arousal (e.g., increased heart rate, cerebral blood flow, and release of brain‑derived neurotrophic factor), (2) cognitive engagement (e.g., dual‑task demands, rule switching, and adaptive cognitive load), and (3) neural plasticity (e.g., enhanced prefrontal connectivity and experience‑dependent structural reorganization). Unlike prior work that has treated these mechanisms in isolation, our model explicitly integrates them and explains previously inconsistent findings. For example, the model resolves the apparent contradiction between studies showing that acute EF improvements depend primarily on exercise intensity versus those showing a primary role of cognitive engagement: in acute interventions, neural plasticity has not yet developed and stable cognitive strategies are absent, so benefits rely largely on physiological arousal; in contrast, improvements in higher‑order functions such as cognitive flexibility require activation of specific frontoparietal networks, making cognitive engagement indispensable.
A second major contribution is the systematic articulation of a multi‑level moderator framework spanning individual characteristics (age, baseline EF, body mass index), game attributes (cognitive load, exercise intensity, difficulty adaptation, interaction mode), intervention parameters (duration, frequency, period), and environmental settings (school, home, laboratory). This framework provides a unified explanation for the substantial heterogeneity observed across studies. For instance, intervention effects are larger in children with lower baseline EF (“low‑baseline, high‑gain” pattern), competitive game formats outperform cooperative ones, and younger children may benefit more from physiological arousal whereas adolescents gain more from cognitive challenge.
The review also identifies critical evidence gaps that shape future research priorities. First, most existing exergames are commercially developed for entertainment and lack systematic, adaptive cognitive loading targeting specific EF components. Second, dose-response relationships remain poorly understood; current studies vary widely in intervention parameters (1-12 weeks, 1-5 sessions/week, 10-60 min/session), and no consensus exists on optimal intensity, duration, or frequency for different age groups or EF subdomains. Third, external validity is limited due to small sample sizes, restricted sampling (mostly from specific schools or regions), and a near‑absence of studies in naturalistic home environments. Fourth, mechanistic evidence is fragmented; few studies include both pure cognitive training and pure physical exercise control groups, making it difficult to disentangle the unique contributions of cognitive versus physical components. Finally, longitudinal follow‑ups are rare, leaving the long‑term sustainability of EF gains unknown.
To advance the field, we propose five future directions: (1) developing personalized, adaptive exergames based on real‑time assessment of individual cognitive and physical states; (2) establishing dose-response models for acute, short‑term, and long-term interventions; (3) integrating immersive virtual reality technologies to enhance engagement and ecological validity; (4) conducting large‑scale, multi‑site, and home-based trials with representative samples; and (5) testing the Triple‑Path Synergistic Hypothesis Model using multi‑modal neuroimaging (e.g., fMRI, fNIRS, EEG) and rigorous experimental designs (including pure cognitive and pure physical control groups). By shifting the research question from “whether exergaming works” to “how, for whom, and under what conditions it works”, this framework aims to guide the development of scientifically grounded, precisely targeted exergaming interventions for cognitive health promotion in children and adolescents.

Key words: exergaming, intervention, executive function, children and adolescents