The present work consists of a review of studies related to active video games and the health of young people. These video games represent a new alternative for maintaining an active lifestyle and can be used as new rehabilitation methods. However, its use can also negatively influence the health of young people, and can lead to the appearance of various types of injuries, especially in inactive sectors of the young population with little physical form. After the review, the need for sociological and epidemiological studies that provide information on the real impact that this new phenomenon may have on the levels of physical activity and the prevalence of injuries in the young population is observed. A critical assessment and use of active video games is required so that their impact on leisure, well-being and health of the young population is positive. The objective of this research is to analyze the incidence of video games in contemporary physical activity from bibliometrics. The methodology used was part of the bibliometric study starting from the application of the co-occurrence method, where the main results were the variables that were obtained, the directions, the indicators and models. Also, part of a positivist paradigm where the scientific method is reflected by bibliometrics and observation, it has a mixed approach because information is collected, analyzed and related in a qualitative and quantitative way, thus using a type of non-experimental design. With a cross section.