Introduction: A new generation of videogames, also called Active Video Games (A VG), may contribute to increase youth Physical Activity (PA) levels. This systematic review aims to provide a synthesis of the current knowledge regarding physical activity promotion in overweight children and adolescents through A VG play. Methods: We conducted a search strategy in PubMed on 25th January 2012, using the following key-words based on PICO (Population, Intervention, Control and Outcome) model: Child*, Adolescen*, Teenager, Youth, Obes*, Overweight, Active Video Games, Exergam*, Video gam*, Exertainment, New generation computer game, Physical Activity, Fitness, Exercise, Motor activit*, Energy expenditure. The search was limited to English-language papers in peer-reviewed journals, published between 1st January 2008 and 31st December 2011. Results: We found 124 articles in which eight were extracted, based on inclusion and exclusion criteria (two experimental trials and six observational studies). Conclusion: AVG use increases PA from light to moderate intensity. Nevertheless, most of these studies where developed in laboratorial context. In overweight children and adolescent the use of home-based A VG may be an opportunity to increase PA, developing motor skills and overcoming physical inactivity barriers.