Modern gaming platforms combine computing power, sensors, remote connectivity and ubiquitous user interfaces representing a typical pervasive technology. Pervasive computing technologies have been successfully introduced to promote health and monitor chronic diseases. However, the potential of gaming platforms to serve as a building framework for pervasive telemedicine applications has not been fully uncovered. Existing telemonitoring systems provide limited support in implementing personalized treatment plans on pervasive videogame consoles. The goal of this project was to compare the functionality of the most widely used gaming platforms in terms of their applicability for telemedicine applications and to demonstrate the possibility of implementing a comprehensive telemedicine system using these platforms. We developed a Home Automated Telemanagement (HAT) system for patients with congestive heart failure (CHF) to provide support in following their individualized treatment plans as well as to monitor symptoms, weight changes, and quality of life, while educating the patient on their disease. The system was developed for use on the Nintendo Wii, the Microsoft Xbox 360, and the Sony Playstation 3. All three current generation videogame consoles allow for development of pervasive applications designed to be run in the console's web browsers. The systems were designed to be placed in the patient's home and to communicate all patient data to a central server implementing realtime clinical decision support. The system questions CHF patients daily on their condition, monitors their weight, and provides the patient with instant feedback on their condition. The systems were designed to be as simple as possible, making it usable by patients with no prior computer or videogame experience. Cognitive walkthrough was used to see what challenges were posed by each platform and interface. Comparative experience in using various platforms for pervasive telemedicine applications is reviewed in the article.