Future of Exergames

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GET MOVING THE FUTURE OF EXERGAMES



WHAT ARE EXERGAMES?

An emerging trend in physical fitness has been inspired by the invasion of a relatively new technology to the market referred to as Active Gaming or Exergaming. Exergaming is defined as technology—driven physical activities, such as video game play, that requires participants to be physically active or exercise in order to play the game. These game based physical activities go beyond simple hand finger movements as the primary interface and require the user to apply full body motion to participate in virtual sports, in group fitness exercise or other interactive physical activities. Multiple types of game controllers ranging from censored pads to motion sensor video cameras require the user to move. The reason behind the growing popularity of Exergaming can be attributed to 1) the decrease in physical activity levels, 2) the increase in obesity rates, and 3) the influx of technology that saturates our society and the way we live. Well over 50 hours a week is spent in front of some type of screen (Video games, cell phones, computers, television, etc.) with ‘gaming’ being one of the most popular forms of screen entertainment. Playing video games on a television, computer, cell phone, and/or tablet (e.g. iPad) has been considered an addiction. This behavior is not going away and only continues to grow in popularity with the onset of cooler graphics and the constant invasion of new games including mobile and tablet applications (Apps). The concept behind Exergaming is to leverage the passion for gaming and turn what was once considered a sedentary behavior into one that is more active and healthy. Requiring participants to get up and move while still allowing them to play and enjoy the experience has become an incentive to increasing physical activity levels in all populations.


CONTENTS

2 3 TAKE CONTROL || 20– 29 Players can finally be part of the game with mirror motion controls. Three dimensional glasses that place gammers in virtual worlds. All while the game tracks the players heart rate and health.

FOOT CRAZ || 09–19 Taking the first step towards mixing video games and workouts. Learn about the history and culture behind exergames.

CHILD’S PLAY || 30–39 Games that increase the players memory, social and academic skills. See how kids are communicating and socializing better with their peers by playing video games.


5 6 ON THE GO || 48–57 Exergames focus on moving your body depending the type of job the player does. Focused on the health and schedule of the individual.

MOVE IT || 40–47 Get a teens mind working while your body gets a full body work out. Games that teach teens life lessons and critical thinking skills. Teens getting ready for the SATs while playing a video game.

KEEPING UP || 58–65 Interactive video games for an older generation of players. Exergames help seniors with their memory skills, keeps their spirits high and encourages them be healthier.


FOOT CRAZ Exergaming, a newer form of exercising, presented itself during the late 1980s and early ‘90s. The early devices and games that pushed Exergaming forward had little success. One of the major goals that game developers tried to achieve — providing a gaming system that offered fun and function for entire families — failed partly because only the younger generations participated, while the parents remained the major purchasers of the systems. During the 2000s, several arcade games such as Dance Dance Revolution took the front runner position in Exergaming, selling far more models to major groups and individuals than previous counterparts in past decades.

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THE BEGINNING || Exergames were first on the market in the 1980’s. Atari 2600 a video game console that is credited for making microprocessorbased hardware and ROM cartridges popular.It was also responsible for Foot Craz, the very first exergame. The Foot Craz Controller was released by Exus at the end of the Atari 2600 era. As a result, only a few of them were ever sold. The controller can with two games, video reflex and video jogger. Video Jogger allowed you to control an animated jogger on the screen by stepping on the pad. Video Reflex involved scoring points by stepping on the pad to match symbols on the screen. The control is considered to be a predecessor of the Nintendo Power Pad. A year later Nintendo Entertainment released in 1988, the Power Pad for the Nintendo Entertainment System. The Power Pad was a double -sided vinyl mat with twelve pressure—sensing buttons. It was like a Twister game board mat. Power Pad is often thought of as a predecessor to the dance mats used in gaming today, although with its roots and focus in fitness, it has a lot more in common with the Wii Fit balance board. Despite being one of the most popular peripherals at the time, the Power Pad only had six games released in America to play on it. One of those games, the incredibly rare Stadium Events, holds the record for being the most valuable Nintendo game, selling for $41,300 in 2010, surpassing even the World Championship cartridge. It was sold with World Class track Meet as a “Power Set” bundle. Unfortunately both had very little success. Most families did not find the game entertaining. Alongside the Power Glove and R.O.B. the Robot, the Power Pad was one of the many creative and innovative peripherals introduced for the NES. And it ought to be noted that unlike the others, the Power Pad actually worked. But while the Power Glove and R.O.B. have become infamous icons of 1980s gaming and geeky in—jokes, ironically reviewed in blogs, videos, and even featured in movies, the Power Pad has always remained under the radar. The Power Pad was developed by Bandai and originally released in Japan as the Fami ly T rainer. Later when it was released in the United States and Europe, it was briefly known as the Family Fun Fitness, until it was renamed the Power Pad once Nintendo realized the word “fitness” was no way to appeal to a generation of 1980s kids raised on Ninja Turtle pies and green Ecto Cooler juice. And yet, I’m certain the rise of obesity in children can be directly traced to the decline of the Power Pad.

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FOOT CRAZ



FOOT CRAZ


EQUIPMENT & VIRTUAL WORLDS || During the eighties there was various attempts to brining exercise machines in play with a virtual game. The two designs that stood out the most were created by Autodesk. They developed HighCycle, a system that was connected to a bike. As the virtual world is synced with the player. Autodesk’s second attempt was a Virtual Racquetball. Where the player could play tennis against another player on another phone line. Being that Internet was not yet connected to video games this was the only possible way of connecting with various players on the same game. Being that the connection was on the phone players had to wear a VPL. It looked like an wearing eye phone a sort of Head set mounted display. THE COMPUTRAINER || Atari’s Puffer project involved an exercise bike that would be hooked up to the game console. Peddling and steering would all be part of the gaming experience. A handlebar was mounted on the Gamepad. The concept behind the Puffer was that there was a large amount of Americans that were not getting enough exercise in their daily routine nor were they interested in doing sports. It was also a way to lighten up their image as a company. It was said that children were becoming addicted to their video games and not getting enough time out side. The best option was to use a bike as a controller so that kids would start working out without focusing on exercising. Kids would become athletic without knowing it. Unfortunately Atari went bankrupt killing the Puffer project. One of the first exergames to go on the market was Computrainer released in 1986. It was created for the Nuntendo NES. The game ran very similar to the Puffer in that it allowed users to ride through a virtual landscape. It kept track of speed, power output and pedaling. The product was a too pricey for a family to afford but it was a good price for work out enthusiast. In fact it did so well in the athletic community that it’s contemporary equivalent is still in use today by Microsoft Windows.

FOOT CRAZ

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CEPT II EXERGAME

HEART RATE MO

MODEL E 12

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GAMES ROWING ACTION || Indoor rowing leagues used a computer attachment to their rowing machines. It was known as eRow. It was invented to inspire, motivate and inform the player about the strength being used as the workout went on. Concept II is still in use today and has been a great way to get people to keep moving. Both indoor rowing and out door rowing leagues use these devises to keep in shape and practice for their tournaments. In fact Concept II products have been using small monitors that help users choose workout routines, information about performance and games. The performance information tells users how long they have been rowing, the distance they have been rowing, and their current speed. A log card is included with all the equipment Concept II offers. The log card carries all the data collected from previews workouts. All of their monitors include games for to motivate the users. The games include a Fish Game, Biathlon, Darts and Target Training. While The monitor is a entertainment factor of the work out rowing machine it is also a heart rate tracker and it keeps account of the calories and fat being burned. For younger crowds and less competitive athletes. Nintendo Wii carries a Wii Fit Rowing Machine where players have a place to put their feet and a bar for them to pull. It is mostly focused on shaping the players arms while having fun and trying to beat the game.

MODEL E

ONITERING

DYNAMIC


START HERE

1982

First exergame released in 1982, that had a board as a controller. Mogul Maniac was the a game released that was compatible with the console.

ATARI JOYBOARD 1980S

EXERGAME HISTORY || Active video games, or exergames, were introduced in the late 1980s with virtual reality type games like HighCycle and Virtual Racquetball. Exergaming became popular with the release of DDR by Konami in 1999. Although not originally designed as an exergame, some users experienced dramatic weight loss while playing and the results caught news media attention. The popularity of the DDR game provided incentive to other gaming companies to make their own versions. In 2006, Nintendo developed the Wii console with accelerometers in the controllers and the Wii Balance board to be used with the Wii Fit software. Wii Fit allowed users to track their weight, BMI, center of balance and performance in exergames. With Wii Fit and other active-gaming consoles like the X-Box Kinect, exergaming gained immense popularity and prevalence in the video game marketplace. Researchers identified exergames as potentially viable methods of physical activity in children and conducted studies to see how beneficial these games were to achieving the desired amount of physical daily activity.

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9

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Is a game control system for the Based around a webcam style add-on peripheral, it enables users to control and interact with their console/computer without the need for a game controller. 20

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Xbox, PlayStation and GameCube where kids could only play their games by working out on a stepper. To pause, play or use the games menu a step must be taken.

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FOOT CRAZ

2007

2

were gym class equipment

9 19

Tectrix VR and VR Climber


1982

198x

The gamepad mounted on a

Autodesk created HighCycle

Computrainer hooked up to the

bike’s handlebars provided

and Virtual Racquetball. Eye

rear wheel of working road bicycles,

additional inputs. The speed

wear and work out bikes bring

providing electromagnetic resis-

of the player on the bike would

in a vitual reality system for

tance and a connection to a computer.

speed up the main character

all users, no matter the age.

on the game.

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“MultiRider” software

1986

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bikes can network with that allows eight players

AI

to compete.

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DATAGLOVE

NINTENDO POWERPAD

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Nintendo Entertainment

was a robotic gauntlet, precisely

released it along World Class

system also had a version

measuring a, pitch and roll with

Track Meet in the NES “Power

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fiber optic sponsors, and capable

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liest models were powered

of detecting up to 256 points of

games that could be played

up by the Commodore 64.

articulation in the digits.

with the power pad.

1989

1988

2000 1998

2003

2004

DDR is a dance game where

The exercise bike did not have

Yourself! Fitness is a

players stomp on arrows to the

costume software written for its

game dedicated to make

rhythm of various songs. It

games. It did however use some

the players lose weight

was made popular in arcades

games made for PlayStation 1

and have a healthy active

then later became available

and 2. Which included racing and

life style. It can be played

on in home consoles.

mapping acceleration games.

on PlayStation 2 or XBox.

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developed in collaboration with Nike Motionworks. It has been designed to help the players with

and Central parts the most.

their fitness and health using a variety of exercise games.

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capability, which allows the user to

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to play Exult project an

interact with and manipulate items on

the motions being created by the

epic role playing series

screen via gesture recognition and

player. In order for the to be possible

limited to Ultima IX.

pointing through the use of accelero-

the player has to wear six different

meter and optical sensor technology.

controls on their body.

2006

2005

2005

program, or exergaming title

States. 5’ 4” Americans


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BE CONNECTED

CALORIE BURN

SPEED DATA

VIRTUAL WORLD

THE FUTURE OF EXERGAMES

MOVING AHEAD || Interest on virtual reality spread throughout the gaming and high end gym equipment industry. Life fitness and Nintendo worked on Precor a Exertainment System that had a LCD—based bike product. The Netpulse gave its users the opportunity to workout while surfing the net. Something that was passed its time being that the Internet was pretty new to most families. Unfortunately, its cost made it an unsuccessful product. “Tectric VR Bike” was a bike that had its own windgenerating fans, Integrated CRT and pedaling control. The players could ride through six different virtual worlds. Fitness clubs would pay about $28,000 and used machines can be found for $1,500. The general public could not afford these electronic advancements. Especially since the equivalent models where so much less. BUILT IN FAN These models where also a lot harder to keep up and would easily break. Most users were intimidated by the complexity of the programs. Nothing out of the ordinary was able to be done because of these negative factors. The general public wasn’t economically ready to take them on and health clubs were not interested in equipment with technology advancements. As soon as video PEDAL CONTROL game companies like Konami (the innovating company that produced DDR) and Exertris showed off their games at the Consumer Electronics Show. Exergames took off being that they had become more cost effect. To make things more efficient and cost friendly “GameBike,” produced by Cat Eye Fitness, had a variety of PlayStation one and 2 racing games reworked to be controlled by the pedals of the bike. Allowing the system to cost $400 which are still being ordered today. These bikes nothing to do with making its users better bikers but rather a way to encourage players to get their daily work out done in a fun new way. BYCYCLES FOR CHILDREN || Fisher Price Smart Cycle was a revolutionary Physical Learning Arcade System focused on getting kids to start moving. Fighting the obesity problem America is facing. The bike has an integrated gaming hardware that only costs $90 which includes a “Learning Adventure.” There are other games that can be played with the bike. Most of the games made for the bike are cartoon theme.

FOOT CRAZ



DANCE DANCE REVOLUTION || By the end of 1999, Konami’s annual net income had risen by 260%. In Japan at the time, arcades were a socially acceptable place to hang out or even take a date to. “Japanese culture is different, Japanese games are novel without even trying” (Liu). In Japan, video games were a culture as opposed to a subculture in the United States. After it gained popularity in Japan, Konami of America decided to sell it in America in 2000. Originally, critics thought it was too exotic to catch on in America. The game had Japanese literally written all over it, flashing lights, loud music, and cost about fifteen to seventeen thousand dollars. Gamespot.com is cited as saying, “Obscure Japanese games like Dance Dance Revolution have little or no chance of coming out in the US, so import this one while you can” (Liu). It was so foreign and unusual, that arcade owners were reluctant to invest in it. They had a set formula: Racing games, fighting games, and shooting games. Arcade owners were getting by with that philosophy. Well, after some arcades in California experienced success with some new, exotic Japanese game called DDR, it quickly caught on and now just about every decent arcade has DDR (Liu). DDR revitalized the arcade industry. Teens and young adults would stomp there feet to the beet of the music. Bringing in crowds. In fact lines of players eager to play formed throughout the arcade’s space. When the owners of these establishments saw the reaction their clients had to DDR. They began placing the game system in front of their business to bring in new customers and to bring attention to their establishment. The game became so big that it began showing in movies and shows. DDR was first setup in different locations like movie theaters and arcades. Then later on developed to be a game played at home. The home version of DDR does not include bars used to hold the player up while dancing some of the more advanced moves. Instead it is a pad with arrows on it. The players still stomp their feet on the arrows to get points. Another testament to its success is that there are so many versions of DDR like DDR X, Dance Dance Revolution Super Nova 2, and

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DDR Hottest Party 2. There are also countless spin offs such as Stepmania, Just Dance, Dance Central, and Gold’s Gym Dance Workout. It has single handedly brought the rhythm music genre into the spotlight. It is the forerunner of games like Guitar Hero, Drummania, and Karaoke Revolution. It is safe to say that DDR has inspired a generation of games. These are all party games. People hold tournaments and dance offs between friends and family. DDR came out with new games that include new songs plus new visuals. DDR became more then just dancing to the rhythm of music or a beat. It became a way to fight obesity. Dedicated players changed their lives by playing and loosing up to fifty pounds. The use of graphics, music and point recording makes working out fun. It was such a successful system to help generate a healthy active life style in younger generations. That schools implemented DDR into their curriculum as physical education. In fact, West Virginia created a partnership with Konami to add DDR systems into 765 public schools. The New York Times estimates that over 1,500 schools use DDR today (Schiesel). It can act as an accessible introduction to music for young children and can also help adults work on keeping time. This is partly why it is so accepted by society: because it is not thought of as a videogame, in the common sense of the word. It’s played by all types of people, in all types of settings, and it’s more common to see friends bouncing up and down playing it than a lone gamer in a dark basement playing. Dance Dance Revolution has sold over a million copies ever since its original release over a decade ago. DDR Brought together two different types of people together. Those that loved to dance and those that enjoyed video games. Creating a social connection that had not been done in the past.


TAKE CONTROL Technology is not going away. It is only going to become more desirable as advancements are made. Exergaming is a healthy, appealing option to increase physical activity levels in all populations. New Exergames are being developed monthly in the pursuit to encourage users to voluntarily choose to be active doing something engaging and fun. What was once a buzz word that few understood, Exergaming can now be found anywhere you go on hand held devices, in health facilities, schools, and corporate wellness facilities. As research continues to support Exergames, this innovative concept to exercise is only going to grow in popularity. And, as the younger generations become adults, exergaming is going to slowly but surely modernize how we choose to exercise!

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MORE THE JUST A GAME || Exergames in the future will keep track of everything from heart rate to the percentage of body fat. The systems create a record of daily workouts, calorie intake and calorie burn. Users can also add information to make their profiles suit their health goals. Games give advice on what types of food to eat, what time of day is best to weigh ones self and even what are the best workouts for their health condition. They are also very friendly and visually pleasing. Some have ways to get music downloaded to the system while the user is working out. These games are focused on encouraging its users to keep playing, keep a healthy life style and to stay on track. With the use of head gear over the users eyes. Players can be working out in their loving room but experience the world. Bicycles, treadmills and row boating machines come with classes that put the players all over the world. Allowing for the user to travel and visit new locations while getting their daily work out. Taking the player out of their living environment to a whole new location is the future. Through the internet players can visit friends and family that are too far to work out with. Through this headgear players can work out with their best friends in Africa while still in their comfortable living room. As technology advances these games also help with eye hand coordination, memory and enhancing reflexes. Both the machine and the payer working together as a team to achieve a goal. Games are so advanced that they can train gammers to go mountain climbing, train for rowing and dancing competitions in the comfort to their own home. People that do not dance and have never tried it before are now dancing salsa, rumba, rege, and other music genres. Most of all games are causing players to try new things that in their everyday life would be impossible. Users will compete against other players around the world. In dance, tennis, bicycling, and even running. Video games will be creating a social network between users. Holding tournaments and making the gaming world a social event. That’s not all, they will help gammers with ADD and autism by creating games that help them focus. Improving their social skills and meeting people that are very much like them. Feeling less alone and lost will help improve kids confidence. Specially if they are feeling alone in their own area. These advancements will allow athletes that have physical injuries recuperate by playing exergames. Allowing the machine and the game to strengthen both the athletes self esteem and muscle strength. It is also being used by athletes and coaches to see how players should move their body to hit the ball better, block players throwing balls, and to have better eye and hand coordination. Games will guide athletes to be better performers in their sports with out hurting them selves, effecting other team mates, and practicing with guidance in their own time.

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FLOOR ACTIVE

DANCE GAMES

HEALTH GUIDE

VIDEO & AUDIO

EXER ACADEMICS

GAMING BIKES

CLIMBING

WALL ACTIVE

GOAL TRACKER

MUSCLE BUILDER

TIME TRACKING

HEART RATE


Hidden speakers in each tower. Allowing surround sound while working out no need for head phones that will get in the way. The lights and color lights flashing are synced with users tunes. The game can be programed for kids, teens and adults. All the games can be separated by the user from Youth Fitness, Medical rehab to sport performance training. Makota can also keep

Sensors are placed with in each light

your score and performance.

allowing players to swipe their hands and legs to earn points and pass to a tougher level. As levels move up higher the lights blink faster the and further apart. Raising the difficulty of each level.

Makota can be played individually or take up to 16 players. Each player can use their hands and legs to set of the sensors. Or they can use the Makota ball that can have weight added to it. Users can also use the staff to hit

Makoto Has a touch screen included

the sensors. To enhance the work

where players can type in their level of

out experience and difficulty level.

difficulty, time the work out or gaming experience and how many towers will be part of the game. Players can also upload their favorite songs to have the lights sync to the rhythm.

New games can be uploaded at any time via USB. Data on score, performance of players and weight loss can be imported and exported. By having the LED lights in different levels. Players have to stretch their arms up high, bend down to read the lower lights, and be aware of their mid section. One of the hardest areas to be aware of because its below the eye gaze.


Exergame focused on improving memory, concentration and reflexes. A great system for athletes, children and individuals suffering for Attention deficit disorder.

MAKOTO A SPORT FOR THE MIND AND BODY || Is an interactive three dimensional exergame for both children and adults. Focused on heightening sensors like sight and sound. It also helps increase the players reflexes. Reaction speed, improvement on working memory and strengthening motor skills plus agility are the main outcomes. Users with ADD or AD/HD benefit from playing because it helps them with improve their concentration skills. It is currently being used by individuals with Dyslexia and Autism. The system has proven to improve visual perceptual motor skills. This exergame is used by teachers, physical therapist and can also be used in senior centers. Makoto Arena II is perfect for groups up to 16 players. It can also be used for training. The system has several games that can be played. Making the light and sounds patterns always different. The player will not be able to memorize the patterns. Especially since the system has the ability to upload multiple songs. The lights and sounds go with the rhythm of the music being played. Creating a whole new experience every time; even if it is the same game. The system includes a full color touch screen, customizable tones, multicolor LED lights and round target flush to the unit. It also includes twelve targets per tower, bopper ball plus a staff holder to play with. There is a quick start button and each individual tower can keep score for different players. All the data from the work out can be exported to improve testing diagnoses. Separate programs for youth fitness, medical or rehab and sports performance training can be used depending on the player. Fit Interative 3 Kick, Fit Interactive Heavy Ball and Fit Interactive JumpQ are its biggest competitors. A bracelet and anklet are used to record keep heart rate, calorie burn an body mass index. The program will automatically create a health and activity history for each player. The light up circles on the towers are motion sensors. The point of the exergame is to have the player swipe their hands or feet over the light to move on. If the player fails to do so. The game will declare the player dead and the game will be over. In some location the players will be in a room with huge LCD screens where different scenery will be shown. For example a jungle or a desert scene. Sounds of animals, other competitors and the beeps of the game will be easily heard. It is meant to distract the player and at the same time teach the player to be focused no matter the distractions going on around him or her.

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CHARACTER BASED GAMES || Players will use their bodies to make the characters of their games move. When the player jumps the character will jump. In order for a character to move forward the player has walk or fun in one spot. The player has full control over the character in his game. This takes the game from the screen to a real life experience. Fighting games will be played in away that the player will feel like the player is the one fighting. The character will block punches, duck and throw punches in order to win the game. Giving the payers a whole new way to enjoy a game. This will cause the user to use his mind and body. This will not be considered a workout but rather a new way to experience video games. The interactively between the game and the player will be like nothing before. Putting the gamer into the game rather then moving the character through buttons. NEW CONTROLS || Players would get body suits where they could feel a vibration on the areas they get hit when playing fighting or combat games. Shooting games would make the payers feel vibrations in the area their character would get shot. When the character is blown up or hit the whole suit would vibrate. Causing the player to connect with his character in both the good times and the bad. The suits would allow the players to use their sense of touch. Allowing for a powerful and well rounded experience. That involves eye sight, motion and feeling. While body suits will be expensive and not everyone will be able to afford them. The new controls will involve shoes, glasses and gloves. Players will wear these advanced controls in order to make their characters pick up objects in the game or fight off an enemies. Everything the player does with their feet hands and head will be mirrored onto their character. All three items will also record data when the player is away from their television. If the player is out running the shoes will record altitude, terrain type and step count. Gloves will record wether the user is playing a sport like tennis, basket ball or lifting weights. While boxing the gloves will record speed, strength and calorie burn count. EQUIPMENT || Certain gear will have to be purchased for particular games. For example military games will have guns, head gear and three dimensional glasses. That teaches players to aim, be strategic when dealing with dangerous situations and most of all physically interact with the game. Eye wear will be the most advanced equipment out there. Allowing the player to play the game away from the television plus record new places to take their avart. The eye wear will also be the control communicate head movement while playing the game. Instead of gyms people will have game rooms with all their gadgets and big screens.

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Records weather temperature, altitude and step count. Until the player logs on the game. Or enters the data manually. This part of the shoe has a GPS recording device for those games that require the player to do various out door activities in order to go to the next level.

Take players heart rate and also records players speed. The top of the shoe also tracks heart rate.

Start and pause button. Tap the front of your foot to pause the game. When you tap twice you can go back to the game. Tap three times to go to the games This layer of the shoe

menu or options.

measures weight.

Pressure sensitive layer. Perfect for those dancing and adventure games.

Records data on the game about the weight being distributed between the two legs. If the player is unbalanced the game will let Sends information to the game console when the player kicks and jumps.

the player know and teach him or her how to fix it.


TAKING IT OUTSIDE || Exergames in the future will have their players step out of their homes in order to move on to the next level. By having them run out side, play a sport, swim or run under water, players can have a totally new experience. Small chips on the players shoes will track the length and time the they run. The information will then be downloaded to the game.


Allowing the player to move on to the next level. Causing the players to change scenery and interact with other players. Rather then being stuck at home in front of a screen. The game will cause them to socialize, be creative and go beyond their normal life routines. Making them step out of their comfort zones. Players will take on challenging adventures through out the game. Depending on their health, income and goals the game will create a journey that best suits the user. Taking the bucket list concept and putting it into the game. Exergames will be about pushing the user to be adventures and making them do obstacles that they had never thought possible. This will also improve social skills for children and make them more comfortable with change. As well as push them to reach them goals and make things happen with out waiting for the perfect time; seeing life as an adventure.

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CHILD’S PLAY Children are fighting a big fight with child obesity in the United States. Exergames have become one of the number one ways to overcome this problem. Kids are now playing video games focused on getting their players off their couches. Exergames have several genres kids can choose from including kung fu, boxing, and dancing. Research Center, the American Council on Exercise, and the University of Massachusetts Department of Exercise and health Sciences agree that exergames are making kids work out while having fun.

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GET THE CONVERSATION ROLLING || Working out is not fun in the eyes of a child. There is nothing that distracts them and the concept of being healthy is hard to understand. Especially since they are so youthful. Exergames is a great way for children to have a positive connection with exercising. They use both their mind and body to a healthier brighter self. Fun games will make working out fun. Children that walk to a moderate speed at around three miles per hour burn up four calories a minute. Adding up to 120 calories in a half an hour. A small amount of calories comparing the ones burnt while playing an exergame. Gammers advance their hand and eye coordination skills. CALORIE BURNER || A golf exergame burns 5.1 calories per minute and accumulates to 117 calories in thirty min. The game causes the players to stand up, use their arms and stretches their backs. It also helps users increase coordination, heart rate, and self esteem. Especially for those users that are not great at playing sports. Kids that are not welcomed to play at school by their peers can practice and get in shape at home. So that when they do play at school they can equally compete with their peers. Boxing on the other hand makes players burn up 7.2 calories per minute and after playing for an hour children will burn off 432 calories. Playing these games increases caloric expenditure, motivation and visual skills. Playing workout games creates a similar body work out as walking, skipping and jogging. These games cause players to use twice the energy used in games where players just sit. This also includes the games kids are playing on their computers. Children who play exercise games for several months have results of weight loss. Kids are exposed to new sports that they have not encountered in their schools or at home. It opens their minds to new ways of playing, teaches them to fallow rules and introduces them to sportsmanship. Most of all these games help kids socialize, foster friendships and reduce the risk of social isolation. FIT METER PEDOMETER || WiiU has stepped it up by being the first console to have a Fit Meter pedometer for kids. It tracks how many steps the player takes through out the day and uploads the information on to the Wii Fit gaming program. The Fit Meter also track motion and altitude. Taking the indoor gaming experience out side into everyday life.

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Kids that play exergames improve cardio fitness, motor & basic sports skills, focus, concentration, reaction time, visual and| spacial awareness. Top Left: Wii U trainer. Avatar that helps players through out the game.


“AGAIN, IT’S ALL ABOUT INTENSITY. NEARLY ANY EXERGAME CAN HELP YOU BUT YOU HAVE TO REALLY WORK IT.”

Says Bryan Haddock, DrPH, a professor in the department of kinesiology at California State University, San Bernardino.

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Research continues to emerge that supports Exergaming as a healthy and beneficial form of physical activity. Studies have shown that various types of Exergames can produce moderate to vigorous physical activity results as well as positive physiological results. As with any exercise, depending on how the individual participates will dictate the type of results from the activity. Additional benefits that participating in Exergaming can provide are as follows:

SOCIAL INTERACTION || Many Exergames allow multiple players to participate at one time. Peers are able to play alongside of one another and communicate about the activity. Participants are able to talk about game play and even assist one another in improving.

PHYSICAL EDUCATION || Exergaming combines kids’ love for gaming and adds exercise to the mix. Games are fun and engaging, therefore encouraging children to exercise more. Exergaming promotes exercise among kids as well as motivates them to exercise more frequently.

FUN || Eighty-four percent of adolescents stated that having fun was the single most important element in life. Exergaming provides participants with a desirable experience with the use of technology where some have stated they do not even realize they are exercising.

VIDEO GAME MOTIVATION || The video game industry is worth over $10.5 billion in revenue. Playing video games is one of the most desirable hobbies in society today. Exergaming allows participants to play their favorite games while being active and healthier.

CHOICE || Exergames allow participants to make choices when playing because the games are self paced. Users are able to choose their mode of play, difficulty level, with whom they would like to compete against and in most cases an avatar in which to identify.

ACADEMICS || Children have shown an improvement in their grades when they are physically active. They test better, are more determined to succeed, plus they are better test takers. Playing exergames makes these students independent and it rises their self esteem.


IMPACT ON ACADEMICS || Kids that play exergames are more self efficient. Self efficiency builds up confidence. As their confidence builds the more they engage in different activities with other children. They are also more motivated to try new things that are not part of their routine. This also includes playing games with kids they do not know, or talking to an adult about their feelings or life in general. It also improves public speaking. Giving them tools that will be used in school and in everyday life. Academic outcomes and cognitive functioning can be seen in children that play workout games. Emerging research has shown that exergame interventions in schools can improve academic performance; reduce classroom absence, tardiness, and negative classroom behaviors. BETTER STANDARDIZE SCORES || Children that are more physically fit do better in standardized tests then kids that are over weight. In 2004 California State Exams showed a positive relationship between test scores and fitness for men and women. (California Department of Education 2011) These numbers show that students with better health and a more active life style focus better at school and are better at taking exams. The studies also show that even if the child is heavier and over weight as long as they had physical activities in their lives they would still have better scores in standardized exams. In Massachusetts kids from kindergarten through twelve grade have higher odds of passing state math and English exams when they where physically active. Almost a half of preschool children do not get an hour of exercise a day, which is the level of physical activity recommended by the American Academy of Pediatrics. The reasons why kids don’t exercise enough range from a lack of motivation and competence to insufficient support from parents and friends. Yet the main reason why children do not get as much exercise as they should is the same as the reason why they do exercise when they do: because it’s fun. Some children find different forms of physical activity fun, while others find video games and TV programs more entertaining. For this reason, a growing number of schools – and families – have recognized the benefits and appeal of active video games and begun introducing them to their children. Exergames are increasingly becoming part of the curriculum at schools not only to make exercise more fun for children, who are already used to spending a lot of time playing sedentary video games, but also to motivate kids to exercise more. Workout games do not only eliminate the usual barriers to physical activity, mainly the lack of interest, but also inspires enthusiasm for exercise, which is essential to long term success in making a fitness workout part of their daily routine.

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“THIS GENERATION IS SO TECHNOLOGICALLY ADVANCED. THEY’RE USED TO THINKING QUICK WITH A FAST PACE AND HAVING THINGS CHANGING RAPIDLY.”

Both children who engage in sports and those who play passive video games benefit from their hobbies, as each activity has a positive effect on their cognitive skills by itself. Research has shown that video games improve a number of factors that are vital to children’s academic performance, including their attention capacity, problem solving skills, pattern recognition, task switching ability, hypothesis testing, and estimation among other things. Physical activity, on the other hand, is known to improve cognitive skills in children and adolescents, including their perceptual and verbal skills, developmental level, and even their intelligence quotient. This is why exercise is vital for children and adolescents, as it affects how their brain develops and has a longer lasting effect compared to the one fitness activities have on adults and seniors. MEMORY ENHANCER || Like other vigorous body movement, exergaming is known to improve academic performance among students by building new neurological connections that enhance memory, learning and critical thinking. Schools that have introduced exergaming to their activities have recorded a grade average increase by 1.5 grades, reading scores 17% higher than the state average, and math scores 18% better than the state average. As an aside, schools that use exergames to boost their students’ activity level in the morning are seeing a significant decrease in tardiness. The level of fitness that results from exergaming and other forms of aerobic exercise enhances neurological and physiological mechanisms, increases neurotransmitter availability and cerebral circulation, and these processes lead to an improved cognitive performance. With exergames children also benefit from an improved attention capacity, better processing skills and task switching ability. All these factors can and often do result in a better performance at school.


EXERGAMES BEING ADDED TO GYMS || These gyms could easily be confused with arcades because of all the interactive gaming technology. These games include Dance and step games, gaming bikes, wall active games and floor active games. All of the games require that the player have a partner to compete or play as a team with. Causing kids to make friends with kids they have never meet. Every gym creates a social and activity driven environment causes the players to use their social skills. Parents can join in on the actives but in separate rooms. The point of the E gym is to make the child become independent, advance their social skills and achieve a fit life style. It is a sensor filled environment meant to nourish the players mind and body. All of the workout sessions are chaperoned by physical trainers that are in charge of setting up the exergame. The gym also focuses on the goals of each individual child. Every child will has a different routine so that he or she do not get board. Gold Gym franchise is also getting involved with getting exergame gear for kids and adults. State-of-the-art facilities are being added to Gold Gyms throughout the country. The new exergame part of the gym totals 18,000 square feet. It is going to be called “exergame express room.” Only offered to Gold Gym members. This is just a start to see if the public will react in a positive way. The exergame products that will be installed are Green Bay Gold’s Gym include the Expresso Interactive Game Bikes, Makoto Sports Arena, Xavix Power Boxing and J-Mat, Mini Trampolines and a Wii DDR system equipped with Impact Arcade Pads. A NEW SPIN ON P.E. || Schools all over the country will add exergames to their Physical Education classes. The main physical education space will be filled with high-tech equipment designed to motivate students to work hard, have fun, and get their heart rates up.When students take physical education classes, they will be able to ride bikes up grueling virtual mountains and along quaint French streets, or even race a friend—all on a screen set up in front of them. Others may choose to test their footwork with Dance Dance Revolution, a video game that instructs students to tap their feet on certain spaces on a pad in intricate and physical choreography. Some students, too, can choose to role play on the game system Xavix, impersonating the action hero Jackie Chan as he races through the streets of Tokyo. The faster the student runs, the faster Chan runs on the screen. The higher the student jumps, the higher Chan leaps into the air. Studies show that exergaming options gets student heart rates higher than traditional exercises, such as jumping rope, which students consider boring.

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MOVE IT Games that involve physical acticity are being playad at parties, arcades and for physical activity. Teens are now playing their games in order to get in shape and stay in shape. Teen girls are known to play Dance Dance Revolution in order to stay in shape. The stress of looking pretty and being thin causes them to play DDR as much as possible. DDR and other such dancing games are top games played by both girls and boys today. Studies show that both teen boys and girls have better behavior at home and at school when playing exergames. The games they play most are Wii Sports, DDR, Wii Fit Yoga and Boxing. It causes them to get rid of their extra energy and helps them focus better at school.

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FIT INTERACTIVE || 3 Kick is designed with proprietary and resilient foam pads that can be punched, kicked, slapped, or tapped with shoes or bare feet, a fist, or an open palm. A light comes on in the pad and an audible tone sounds, when the pad is hit the light goes off and randomly another comes on. The score is based on speed and more points are allocated the faster you move, making it easy to track your daily progress. 3 Kick is simple to use, fun, and built strong for years of use. LADDERMILL || This game has taken the concept of climbing a latter with the way a treadmill works. The usre keeps climbing this motorless Treadwall. The weight and strength of the user is what makes the latter rotate over and over. This game makes players use your hands, and arms. MOTIONAL TOUCH MAGIX || The Motion TouchMagix™ system provides an accurate and user friendly system that will continue its innovation in the exergaming market today and in the future. Turns any wall surface or a back projected display into a multipoint interactive surface. FIT INTERACTIVE HEAVY BALL || Players wait for a light to light up in order to run with a heavy weighted ball to be placed inside the light up tube. Then the ball must be retrieved in the bottom of the tub and then placed back on to another tube before the next light turns off. This game strengthens leg and arm muscles plus it keeps the player sharp. PAVIGYM SQUARE || By adding technology to your floor, members will discover a new way to reach their goals by following progressive programming delivered with patterns of lights and symbols creatine a unique set of movements to exercise to. The game focuses on enhancing balance, speed, stability, precision, coordination, agility, mobility and postural control. This game can be played as a single and multi player. TOUCH WALL || The rules for T-wall are simple but challenging. On a wall with numerous touch surfaces, red signals light up in sequence of a vary positions and speeds. The players task: deactivate the light as soon as it appears by quick touch. Act and react as quick as you can. The goal: Be faster than light. T-wall tests the players personal limits resulting in the ultimate fitness gaming platform for any challenge. This universal training tool provides a fantastic cardio workout across numerous applications, including Exergaming, sports, fitness and rehabilitation. RAILYARD CONDITIONING COURSE || The Railyard Conditioning Course is a combination of specially designed Rails and Platforms that can be easily assembled into a virtually unlimited number of layouts. Each piece is designed for commercial use and can be conveniently stored when not in use. Exercising on the Railyard will build strength, endurance, flexibility, develop coordination and agility, improve cardiovascular stamina, improve posture, build self-esteem, and burn calories.

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MOTION TOUCH MAGIX

LADDERMILL

TOUCH WALL

FIT INTERACTIVE HEAVY BALL

FIT INTERACTIVE

PAVIGYM SQUARE

TEEN CENTERS ADD EXERGAMES || Places all over the Unites FIT INTERACTIVE States are adding exergames to their community and teen centers. In order to keep kids out of trouble communities are trying to have teens use up all their energy playing games and meeting other teens from the commuRAILYARD CONDITIONING COURSE nity. Welcoming teens in grades 6–12 to come hang out with their friends. Rather then going to the park to skate board or have them hangout the city meeting strangers. Teens can go to Teen Centers to hang out, work out for a bit and meet new people. Most of these locations are open throughout the week from 3 pm to 6 pm with 24 hour security. Memberships are required in order to stop by but free drop in days are available ones a month. Centers vary on what systems they offer but most have Playstation 3a, Xbox 360, Wii, pool, ping pong, air hockey, foosball, carpetball, lounge area with big screen TV, study/gaming area with homework help if needed, rotating climbing wall, Eye Play system with games displayed on the ground, light up T-Wall, and Exer-Gaming Bikes. Staff members and security are on duty at all time and there are teachers in each study room. Tournaments are held in the center on the first weekend of the month. Allowing teens to create bond with others while practicing their social and physical skills. wwwWKeeping teens in shape and drug free is a priority.

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HEALTHIER LIFE STYLE || According to the U.S. Centers for Disease Control and Prevention, obese and overweight adolescents are at risk for significant health problems, including diabetes and cardiovascular disease. During adolescence, physical activity in combination with healthy eating habits is critical for achieving and maintaining healthy weight. For teenage girls, exercises that include cardiovascular activity to burn calories are useful for weight loss, while activities that include social engagement may be particularly effective. WEIGHT LOSS || A 2012 study published in “Pediatrics” utilized the power of video games to promote weight loss among adolescent girls. Girls in the weight loss program reduced their sedentary activity by engaging in interactive “exergames,” in which the user is required to physically move to play the game, for at least 30 minutes per day at least three days per week. Researchers found that girls were more engaged by the video games than by traditional gym exercises, especially when they played the games with friends. Similarly, a 2011 study published in the “Archives of Pediatric and Adolescent Medicine” found that children who played exergames burned seven times more energy in ten minutes than children who were sedentary. Teenage exergamers, are most likely females who are stressed about their weight,” study author Jennifer O’Loughlin of the University of Montreal’s Department of Social and Preventative Medicine, was quoted as saying in a press release. “On average, they play two 50 minute sessions per week. As less than 15% of children and adolescents currently participate regularly in physical activity, we are pleased to report that exergaming can add to regular physical activity to attain physical activity guidelines.” O’Loughlin and her team examined the family backgrounds and video game habits of 1,209 Montrealers between 14 and 19 years old. Teenagers and their parents completed surveys that covered subjects such as household income, drug use, body weight and education, to help prevent the portrait of gammers from being influenced by a particular socioeconomic profile. The questionnaire also covered what games were played, where, for how long, with whom, and with what intensity. TEAM PLAYERS || Teen girls play exergames to relieve stress and to socialize. Their motivation for social video game play is driven by social interaction as well. For teens with depression or ADHD symptoms stress reduction is a more important motivator for game play than for other teens. Playing exergames together with online sport buddies (via video chat) is beneficial for young adults’ exercise durations during the game. Studies show that teen girls that have a work out buddy spend longer playing an exergame then girls that play by them selves. These games also teach young teen girls to be work with a group instead of taking tasks on by them selves.

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EVERYONE IS PLAYING VIDEO GAMES || According to a new national survey from the Pew Internet & American Life Project that illustrates just how ingrained games have become in youth culture. The survey found that while young Americans don’t necessarily play the same thing, nearly all of them play video games of one kind or another. And they don’t just play by themselves. Nearly two-thirds play video games to socialize face-to-face with friends and family, while just over a quarter said they play with Internet friends. Ninety-seven percent of young respondents play video games. That’s 99 percent of boys and 94 percent of girls, with little difference in the percentages among various racial and ethnic groups and incomes. In fact, 7 percent of those surveyed said they didn’t have a computer at home, but did have a game console, such as Sony Corp.’s PlayStation, Microsoft Corp.’s Xbox or Nintendo Co.’s Wii. Their games of choice are as diverse as their tastes in music or TV. Eighty percent of respondents play five or more different game genres, with racing, puzzles, sports and action the most common. Favorites were “Guitar Hero,” “Halo 3,” “Madden NFL,” solitaire and “Dance Dance Revolution.” Boys are known to spend most of their time in games that consist of playing sports, adventure, fighting and roll playing games. Exergames is taking these top gaming genres and making them into work out routines. The games encourage young adults to work out while having fun. They focus on encouraging players to try new things, be adventures and take on safe risks. Increasing their competitiveness and helping them focus when it comes to getting tasks done. Boys play with much more intensity then girls do. Rising the calorie burnt count per game. Exergames are also more rewarding and reinforcing then they are for girls. Male players put them selves in battle or through a treasure hunt adventure. Male players play for the pleasure of it instead of the outcome of a workout. A large group of those players rather play a sport with an exergame then in a sports team at school. This lessens the risk of being teased at school by team mates.

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EXERGAME OFF SEASON VIRTUAL COUCHES || High school couches all over the country are making their players play exergames during the off seasons. While football players are in their off season they are required to play football at home. Exergames causes the player to practice their blocking, catching and tackling skills. Their training also includes enhancing their muscle strength. The games require the player to put in their position, health information, weight and height. The game will then give the player a couch that will guide them through their training and introduce new moves. That will keep them exhilarated to keep learning. Moves that famous football players use in their careers. The game also keeps track of their health by requesting the players to keep a food and calorie intake diary. A suggested diet will also be introduced to each player that will keep their stability and endurance up. Their workout routines will be designed to help the player build muscle. Every player will have to stay sharp, quick and ready for anything that might surprise them. The routines are unique and constantly change in order to keep the player encouraged to keep playing. The couches include famous foot ball players that the user can admire and take serious. These games include all sorts of sports including basketball, baseball, gymnastics, skiing, swimming plus more. MARTIAL ARTS || Fighting games are no longer just about combat. They are games that teach teens self defense moves that can keep them safe. The moves they learn can be used on their combat games but they can also be used incase of an emergency.


ON THE GO The average life of today’s adult citizen is a hectic one. In between commuting, providing for kids and managing a complicated personal and household financial system, it often seems that too many of us have no time for managing a fitness schedule. Many tend to lose control of their physical condition in terms of motivation, because dealing with a grueling physical training regimen is difficult. Exergaming as a kind of “virtual reality fitness” alleviates some of the problems of motivation for many individuals. Those who like to see fun and diversion in a fitness routine can do so with exergaming, where neat graphic interfaces and fun activities make fitness a lot more entertaining. Instead of sitting down and switching on the TV after work, the adult user can derive entertainment value from an exergaming console. Another exergaming benefit for adults has to do with “family time” — this aspect of exergaming has not gone unnoticed from those who are selling these video gaming consoles, but it’s not without a certain amount of truth. We want to spend time with our families, so why not do it in a way that promotes good fitness and overall health benefits? Exergaming consoles can allow parents and others to “multi-task” in interacting with family members while simultaneously developing their body capacity through physical activity.



FAMILY FRIENDLY APPLICATION || Exergaming, first introduced through sports games on console gaming systems, has grown from a basic set of games and tools into a fully functional, near virtual realistic experience. Most video games often geared toward a certain younger age category never reach the hands of adults of any age. However, the introduction of sophisticated gaming systems with family friendly game genres and exergaming equipment have slowly started to change the way the general public views the movement. Most game developers and electronics companies who specialize in gaming accessories, especially those geared toward exergaming, strive to have a gaming system in every household around the world. Although this goal seems a bit extreme, the multipurpose video gaming consoles of today provide more than just a brainless button bashing experience. Since exergaming involves physical activity and interaction, the progression has gained attention from older age groups, namely the parents who have been known to only act as the purchaser and not the user of the gaming systems. Rather than having the children of the family spend hours in the basement playing video games while the parents have work to complete away from home, kids now have the opportunity to ask their elders to join in for a round of boxing, golf, tennis and a huge amount of other physical games. In the past, younger aged individuals often became embarrassed to ask older age groups to play or even watch a video game in action; several of the titles and game genres were far too violent and not interesting to the more mature elders. Exergaming has introduced a new way to look at video game interaction as a talent and skill based activity. This provides an opportunity for parents and every family member to join in and participate, which adds competition and bonding time to the day. Nearly every gaming console and system that strives off of exergaming titles incorporates multi player functions. By using several individual manually controlled accessories, like controllers and joy sticks, multiple users have the opportunity to play a video game at once. Many gaming titles that provide exergaming experiences have sports themes, while others replicate home fitness programs with the application of gaming equipment. Family activities no longer need to become boring time and time again; most interest only one portion of the family. Rather than placing a board game on a shelf after one use, a gaming system acts as a more important purchase and a permanent addition to the home setting. Exergaming with a group provides both a physical activity and a fun bonding experience, unlike many other home based options. Purchasing a video game console requires an initial investment, but the use of the equipment and the exciting, beneficial and productive outcome far outweighs any price tag.

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EXERGAMES FOR ADULTS || For adults, the main advantages exergaming has over traditional sports and fitness activities are that it is more entertaining and, perhaps just as importantly, more convenient. Most adults live pretty hectic lives these days, trying to find a balance between their responsibilities at work and the need to spend time with their families. Even if they could squeeze in a fitness program into their schedule, vigorous exercise is usually not how they want to spend whatever time they can spare between work and household chores. Workout games can provide the extra kick they need to not only start an exercise routine, but also to stick with it in the long haul. While children take up exergaming mostly because they have fun doing it, adults do it for a whole variety of reasons, fun not being the least of them. Fitness, weight loss or maintenance, and the social aspect of dance games usually play a significant role in their decision to give dance exergames a try, but along with the general benefits of physical activity, there are a number of other factors inherent to exergames. HEALTH, FITNESS AND WEIGHT MANAGEMENT || A forecast released at the Weight of the Nation conference in Washington, DC in the spring of 2012 paints a pretty unsettling picture. It predicts that, in 2030, 42% of adults living in the United States will be obese. Not only that, but a quarter of people within that group will be severely obese. Today, the number of adults living in the United States who are obese stands at 34 percent. While the outlook may not be as grim in other countries, the tendency to ease into a sedentary lifestyle in one’s adult years is a universal one. An inactive lifestyle always comes with a number of risks and it inevitably takes its toll on health and ability to perform physically sooner or later. This is why exercise is essential not only to maintaining a solid level of fitness, but also to ensuring a good quality of life in one’s mature years. Exercise has a beneficial effect on a number of illnesses. People suffering from type-2 diabetes in particular can benefit from exergames and similar games because treatment requires regular physical activity. Because most traditional kinds of exercise are not particularly appealing to people who don’t have an interest in sports, they often lose interest in exercise and subsequently their health suffers. Health games, on the other hand, are designed to be both engaging and accessible to people at different levels of fitness, so they are an excellent choice for those whose health demands they stay active. The engaging nature of exergames is a strong motivator for people to start exercising more. A survey conducted by the American Heart Association in 2010 showed that 68 percent of those who took up active gaming became more physically active as a result of playing active video games, and 58 percent of people who played active games also took up a new fitness activity—jogging, walking and tennis—since they started playing.


As the days grow shorter and colder, most families want to hibernate indoors and vegetate in front of the television or computer. But if they want to find a great family-friendly activity that gets everyone off the couch and moving, well then, stay in front of your television. With the introduction of video games like Dance, Dance Revolution and the Wii gaming console, it’s never been easier to get the family moving and having fun together. The expansive varieties of exergames that now range from baseball and bowling to mixed martial arts and yoga. DANCE DANCE REVOLUTION || Commonly known, as DDR is an extremely fun and intense aerobic cardio workout. Players stand on a “dance platform” or pad and hit colored arrows laid out in a cross with their feet to musical and visual cues. Players are judged by how well they time their dance to the patterns presented to them and are allowed to choose more music to play to if they receive a passing score. Workout Mode allows the player to enter their weight and track approximate calories burned while playing. It’s highly entertaining seeing your family and friends struggling to keep up. This game will leave you sweating, out of breath and with a giant smile on your face. This game is available on the Nintendo Wii, Xbox 360, Playstation 3 consoles. EA SPORTS || The most fitness focused game in the list; E A Sports is a great way to workout at home. The Total Body Tracking features an innovative wireless control system powered by motion sensors in leg and arm straps that provide complete freedom of motion. It also features a heart rate monitor that provides constant on-screen monitoring, allowing users to capture intensity and optimize performance over time. With 70 plus exercises and fitness activities that range from rollerblading to waterskiing to yoga, this game is the most comprehensive of all fitness games on the market. This game is available on the Nintendo Wii, Xbox 360, & Playstation. WII SPORTS || Play Tennis, Baseball, Golf, Bowling and Boxing in the comfort of one’s living room. Wii Sports in not as fitness oriented as the other games above, but don’t underestimate the amount of power it takes to get your right hook to hit or energy to win that intense tennis match your having with your sister. Wii Sports is the epitome of a video game that fun for the whole family that gets everyone moving. This is only available on the Nintendo Wii.

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BENEFITS OF GROUP FITNESS || Exergames and other active games are designed as a group fitness activity. In itself, group exercise has both a number of advantages and shortcomings. On the one hand, a group workout is inevitably more structured than an individual training, and members of the group can provide support and a degree of accountability. People tend to push themselves harder when they are exercising in a group, and they are less likely to stop working out in the middle of a routine than they would be if they were exercising alone. On the other hand, adults and children alike will sometimes avoid group fitness activities if they feel that there is an element of social evaluation to them and that they might under perform. With exergames and dance games in general, players need to always keep their eyes on the screen, which brings both self-awareness and the evaluative aspects of group exercise to a bare minimum. This allows players to only think about their next move and to experience the thrill of the game, which also makes the physical effort they put into the workout seem lesser than it really is. WEIGHT MANAGEMENT || Most adults who take up exergames and similar dance platform games do it to have fun with their friends and stay fit, and the motivational aspect of exergaming is a huge bonus to those who play dance games to lose a few pounds or maintain their current weight. While most active video games don’t provide the same energy expenditure as the traditional, more vigorous types of exercise, dance games and other dance games definitely can make a difference when it comes to shedding excess pounds. A study conducted by the American College of Sports Medicine showed that adults aged 18-35 spend 298 percent more energy playing a dance simulation game than they do at rest. NEW FAMILY TIME || Active games are both a more entertaining alternative to the gym and an excellent way to spend time with the family. The American Heart Association’s study of exergaming showed that 82 percent of players who took up active gaming started to play more with their friends and family over time. The appeal of gaming is far from the only reason why they do it. Active games provide both entertainment and a healthy dose of exercise for both adults and children. They also allow family members to interact more than they would if they were, for instance, watching TV and, needless to say, they are much more active than board games and sedentary video games. Active games are also very convenient. They do not require planning trips to the park or constantly trying to think of new activities for the kids. With machine dance and other games, the whole family can reap the benefits—improved fitness level, endurance and agility, better reaction time, balance and coordination—without even leaving the house.

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REHABILITATION WITH EXERGAMES || When athletes or patients experience an injury, what do they need to do to safely and effectively return to activity? They must be strong, regain their range of motion, maintain their cardiovascular conditioning, and be able to perform sport-specific and physical activity skills. To be at the top of their game and to prevent re-injury, the individual must have good balance, proprioception and core strength. Accomplishing these goals usually means many hours in the athletic training room or a rehabilitation clinic counting reps and sets, and doing the same exercises. In some athletic training rooms and clinics today, athletic trainers or other health professionals may suggest their patients “warm up with tightrope walking, move to the hula hoop, head some soccer balls, box for 20 minutes, then cool down with some yoga and try to beat each of your previous scores.” Patients often bypass the traditional techniques of weight lifting and stationery bike riding, and head to a television attached to a video game to begin their rehabilitation. THE GROWTH OF VIDEO GAMING || Video games, or exergames, are gaming devices with an additional component of physical activity. Some of the most popular ones include the Nintendo Wii and Wii Fit, Dance Dance Revolution, PlayStation 2’s EyeToy, and Xbox 360. There are several others just entering the market. These exergames are being used more frequently in athletic training rooms, sports medicine or rehabilitation clinics, nursing homes and even in Veterans and Shriners hospitals as a fun way to motivate clients to rehabilitate, improve their conditioning, or just enjoy controlled physical activity. One popular video game, the Nintendo Wii, is based on computer technology that utilizes a handheld controller with an accelerometer.The Wii games are followed visually on a screen, and the sport or activity is played by moving the remote to mimic specific skills of the sport or activity. The Wii Fit is a force platform placed on the floor that involves the athlete or patient shifting their weight or stepping on and off to a mirror, replicating the movements of many activities, from ski jumping to dancing to yoga. The other devices are based on similar technology. THE ROLE OF EXERGAMING || The potential benefits of exergames are numerous. The weight bearing exercises utilizing the force platform can very effectively improve range of motion, core strength, and balance. Weight shift and balance exercises performed while watching the screen improve proprioception, employing the visual component traditional exercises often lack. The visual component is particularly positive for athletes returning to a sport in which visual mirroring is part of the skill set. Initially the visual cues can be limited to varying bar graphs, indicating the amount of weight across each extremity while standing on the Wii Fit platform. These exercises can be used effectively for the first phase of rehabilitation of a post operative knee or ankle when weight bearing is allowed, but the range of motion is limited.

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As function improves, a variety of games can be added to the rehabilitation protocol. Side to side and front to back weight shift to try to maneuver a ball into a hole on the screen sounds very simple, but can challenge the most accomplished athlete. Heading a virtual soccer ball or avoiding a shoe aimed at your head takes timing and control. Weight bearing, closed-chain, functional exercises are what athletic trainers and other health care professionals try to include in all phases of rehab. Video games do an excellent job of creating those types of movements, while encouraging the natural competitiveness athletes possess. NEUROLOGICAL IMPROVEMENTS || The upper body motions used with the hand-held controller can imitate the movements for each sport or activity. This imitation of movement can be used to improve range of motion and actually promote neurological improvements, including hand-eye coordination. This has been proven especially effective for patients suffering from strokes and closed head injuries. The military is seeing positive benefits of exergaming with returning veterans who are rehabilitating after head injuries, spinal cord injuries and amputations. Using the gaming controllers often encourages movement in a range of motion that pain would otherwise prevent. Games like Guitar Hero promote finger movement and dexterity in joints frozen from lack of use. Nursing homes and senior citizen centers are using gaming to motivate their patients to get moving and participate in physical activity. The benefit of play has been shown to decrease depression and improve overall morale. Exergames are also being used with patients recovering from joint replacements, Parkinson’s and Alzheimer’s diseases. Older and recovering patients can play their favorite sports again from their wheelchair or walker. Bowling for example has become a preferred game for many older patients. Some facilities have even hosted their own “Olympics” or tournaments to coincide with the timing of major sporting events. Exergaming is a rehabilitation tool that can be shared with the patient’s family and easily be continued at home. The most important advantage is that the games are fun and competitive, and motivate the patient to comply with their rehabilitation program. ELITE ATHLETES || Although highly trained and conditioned athletes will not generally improve their skills and conditioning through exergaming, they may be able to maintain their skills by practicing with a videogame that provides immediate and specific feed back. A golfer may still be able to swing a video controller to mirror the motion a golf swing while virtually playing some of the most amazing courses in America. A skier may work on the timing of turns and weight shift maneuvers when they aren’t quite ready to hit the slopes. Specific sport skills must be consistently monitored in skilled athletes to prevent them from developing bad habits or improper technique. This is particularly true of the footwork required for effective sport participation. Close monitoring of footwork will be necessary for optimal use of exergaming as a rehabilitation technique.


KEEPING UP Fall injuries are responsible for physical dysfunction, significant disability, and loss of independence among elderly. Poor postural control is one of the major risk factors for falling but can be trained in fall prevention programs. To provide a fun and motivating training environment for elderly, exercise games, or exergames, have been studied as balance training tools in the past years. Gaming technologies have become increasingly affordable and accessible over the past few years and exergames have therefore gained much interest in the field of mobility training for healthy individuals as well as for specific pathologies including stroke, SCI and cerebral palsy. Studies by AL. reported in a review of exergaming for adults with systemic disabilities and health conditions showed potential improvement. There are commercial systems developed specifically for training balance in the elderly but they are not as fun or inovative as exergames. Off the shelf systems with commercial software like the Wii, Xbox and PlayStation game consoles are helping the elderly stay in shape and rehabilitate their lost sense of balance.


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SOCIALIZATION || Exergames can offer opportunities for social interaction and health related social support both within the game and around it, which can enhance players’ motivation to improve health behaviors. Because exergames are video games that can be played with multiple people, it provides a means for socialization with peers. This is especially beneficial for older adults, whom often experience isolation from others or have decreased interaction with their peers and family members. Exergames are being increasingly used in senior centers and retirement communities because of the social well being benefits seen in older adults who participate in such activities. Older adult women participating in an exergame intervention program using the Wii will respond positively about the program’s social effects. The women will feel like they can get to know one another better and have the opportunity to get closer to each other. Woman are able to relax and have a good time. To the point that the exercise group will end up laughing about the situation and games being played. Exergames allows participants to connect with the modern technology and world, no matter how young or old. Adult women and men will feel more connected with their grandchildren. They will also be confident about using current technology after learning how to use exergame technology; they will learn that anyone can play it. These games will make the elderly feel less outdated. Women also feel more in control of their lives and bodies. In today’s society, little interaction between generations has created gaps between the two, creating misconceptions about older adults. Children who do not have the opportunities to interact with their grandparents are likely to have negative feelings about older adults. Additionally, younger adults who have little knowledge about older adults have more anxiety about the aging process along with more negative attitudes towards older adults. Younger adults have formed several misconceptions about the older generation, such as thinking of them as “set in their ways” and assumptions of older adults being frail, unable to do anything, and in poor health. For most older adults, this is false. Exergames offer a social opportunity for both young and older adults to socialize. Exposing both age groups to exergames and have them play together will show a positive change in perceptions of aging. After socializing both age groups show an overall better understanding and more positive attitudes about aging.

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EXERGAMES ALLOWS PARTICIPANTS TO CONNECT WITH MODERN TECHNOLOGY AND WOULD, NO MATTER HOW YOUNG OR OLD

INDIVIDUALISM || Exergaming is advantageous over other physical activity videos in that it can accommodate for both low and high ability players by having several different difficulty levels available. This also prevents increased frustration or exasperation with the game. It invites perseverance and meets the player at his or her level first, while still being able to advance with the player as his or her abilities and skills increase. Additionally, exergames allow for choice among activities, such as different sports that can be played on Nintendo’s Wii, Xbox & Playstation. This allows for individualizing the exercise one participates in to that which is most interesting to the individual. IMPROVED MENTAL HEALTH || Older adults with depression are at particular risk for decreased physical activity in that they are less likely to find enjoyment in physical activity than those without depression. Therefore, they are more likely to stop exercising prematurely. Found that older adults with subsyndromal depression (SSD) who played Nintendo’s Wii showed improvement in depressive symptoms, mental health related QOL, and cognitive function. Older adult women who exergamed thought the use of the Wii helped stimulate them; they felt that the Wii required them to use not only their body, but also their mind. They enjoyed that it made them learn something new and pushed them outside their comfort zone. The Wii, along with other exergames, has the ability to stimulate new behavior. IMPROVED PHYSICAL HEALTH || Exergames provide a means for improved muscular power. This improvement is thought to be important for functional status and the ability to perform activities of daily living. This is specifically of value to older adults who experience a decline in these functions. The use of exergames by older adults helps them obtain at least thirty minutes each day of light moderate intensity activity. This activity can provide health benefits in older adults, including a reduction in their risk for all cause mortality, cardiovascular disease, and Type 2 diabetes. Older adults participating in exergaming activities increase their subjective physical health as well. Comments from the participants were positive after playing different games in various gaming consoles. Men and women will feel their bones loosening, muscles strengthening and their spirits will be much lighter. Individuals that don’t have an active life may find workout programs too challenging and they might also be shy to begin to move their body in front of other experienced athletes. By using exergames the elderly can go to their own pace and not feel self conscious about their looks and their fitness.


EXERGAMES WIDELY ACCEPTED AMONG SENIOR CITIZENS || The Wii console is becoming a more and more popular leisure activity for elderly people. Research results suggest that the console is widely accepted among senior citizens and that playing Wii games has a positive impact on the overall well being of institutionalized elderly. Furthermore, physically engaging games may reduce the risk of depression among senior citizens. With a growing number of exertion games hitting the market since the Nintendo Wii Balance Board was released, new possibilities in game design for elderly persons evolve. Although most games (e.g. Wii Fit, Skate It or Vertigo) were developed for a young audience, preliminary research results suggest that games like Wii Fit may be used to improve balance, gait and reduce the risk of falls in a therapeutic context [18]. However, only a few mini games and exercises are fully accessible to elderly players. A a variety of augmented or mixed reality games aimed at an elderly audience has been created. Khoo et al. designed Age Invaders, an adapted version of the original Space Invaders game. It accounts for age related sensomotor deficits by offering different player roles and by engaging both younger and older players in the game. The augmented dancing environment Dance Along projects footsteps on the floor while showing videos of dancing scenes taken from popular movies. It is hoped to foster dancing activities and social engagement among elderly. Furthermore, digital tabletop games have been designed to meet the needs of an elderly audience. SILVERFIT || Rehabilitation systems such as the commercially available SilverFit have been designed to encourage physical activity and support virtual geriatric rehabilitation. Burke et al. created serious games aimed at the support of an independent domestic rehabilitation process of stroke patients. Such mixed reality applications may positively influence the motivation of patients to engage in therapy, which is crucial for a quick recovery. Game design for elderly challenges best practices and design guidelines in many respects: The target audience includes sportive people in their late fifties, seniors with impairments who are still able to lead an independent life as well as frail elderly living in nursing homes. This heterogenous nature has to be accounted for when designing digital games and interaction paradigms.

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DANCE GAMES FOR THE ELDERLY || Exergames have a number of benefits for seniors. Other than being an engaging physical activity suited to any fitness level, dance exergames and other active games provide social i nt erac t ion a nd co g n it ive s t i mu l at ion, helpi ng older adults to improve both their exercise habits and lifestyle. Physical activity benefits include improved balance and coordination as well as disease prevention, both of which are particularly important at an advanced age. There are many reasons why seniors should maintain a regular exercise routine. These include keeping the body flexible and mobile, building core muscular strength, creating more energy, reducing risk of cardiovascular disease, working on balance and the ability to prevent falls, improving mood and fighting depression, better sleep, and build self confidence. Dance Exergames and similar dance mat games can be beneficial to seniors in this respect in more ways than one. Other than not being too strenuous when played at easy levels, active games are quite entertaining and have several significant advantages over traditional fitness routines that seniors in particular can reap benefits from. Exercise can delay dementia or prevent it altogether. The American Journal of Cognitive Medicine published a study on the cognitive benefits of exergames for older adults and their advantages over traditional forms of exercise in February 2012. The study showed that seniors aged 58 to 99 who took up interactive fitness games several times a week reaped greater cognitive benefits and possibly added protection against mild cognitive. The researchers conducted a cognitive assessment of participants’ executive functions, such as problem solving skills, working memory, planning, decision making, and attention, a month before and three months after study. The participants whose exercise routine involved an interactive game showed better executive function and experienced a 23 percent reduction in progression to mild cognitive impairment (MCI) compared to those who had engaged in a traditional exercise routine of the same intensity, duration and frequency. In other words, the interactive elements of active games, ones that call on players’ ability to anticipate and make decisions, added measurable cognitive benefits, greater than those gained in traditional exercise.

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EXERGAMES EFFECTING MOOD || A study conducted by the Sam and Rose Stein Institute for Research on Aging at the University of California in 2010 showed that active games can significantly improve mood in older adults, as well as overall mental health related quality of life. The research focused on symptoms of subsyndromal depression (SSD), which is much more common than major depression in seniors, and usually linked to functional disability and suffering, and found that an activity like exergaming can significantly improve the symptoms of SSD. A significant number also had an improvement in cognitive functioning and reported progress in their game play despite being nervous about their ability to perform at the beginning of the study. The two main problems in battling depression with exercise are that fewer than five percent of older adults meet the health requirements for physical activity recommendation, and that those who suffer from depression usually lack the motivation to stick with an exercise routine. This is an obstacle with most exercise programs. With exergaming, however, factors like satisfaction and enjoyment are rated much higher than in regular exercise, and subsequently the motivation to adhere to the workout routine is much stronger, too. This is why older adults are increasingly discovering active games. This is why exergames are finding their way into nursing and convalescence homes even though statistics say that only 14 percent of adults aged 65–74 and only seven percent of seniors aged over 75 exercise regularly. Dancing exergames and similar dance pad games have another advantage, one intrinsic to dancing itself. Other than being a great form of exercise and using so much of the body, dancing simply improves the mood and provides an excellent venue for socializing and meeting new people, which can sometimes be a challenge for seniors. The main advantage of dancing games and other active games over traditional fitness routines lies in the emphasis on interactive elements and motivating factors—entertainment, challenge and competition— instead of aversive ones. Exergames are an excellent choice for older adults because they keep the limbs moving and can be played indoors, so they do not require having to make trips to the gym. Because they are fun, there is more interest in continuing them on a regular basis, especially when friends or family members also start to enjoy the challenge of the game.


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CITATIONS


CHAPTER 6 ‘Exergames’ may provide cognitive benefit for older adults. Beverly Lytton. January 17, 2012 . Go Back to EurekAlert!. April 2014 <file:///Volumes/EBI_MultimediaClass/GraphicDesign/AAU/Spring14/GR_601_01_ TypeSystems/Week_12/Sources/Chapter_6/’Exergames’%20may%20provide%20cognitive%20benefit%20for%20older%20adults.html> ‘Exergaming’ helps older adults in rural areas get active. ESTELA VILLANUEVA. Nov. 29, 2013. The Des Moines Register. April 2014 <file:/// Volumes/EBI_MultimediaClass/GraphicDesign/AAU/Spring14/GR_601_01_ TypeSystems/Week_12/Sources/Chapter_6/’Exergaming’%20helps%20 older%20adults%20in%20rural%20areas%20get%20active%20%20%20 The%20Des%20Moines%20Registerdesmoinesregister.com.html> Can Rehab with Wii Fit improve older adults’ balance? . Stephen P. Yang. June 8, 2012. ExerGame Lab. April 2014 <file:///Volumes/EBI_MultimediaClass/GraphicDesign/AAU/Spring14/GR_601_01_TypeSystems/ Week_12/Sources/Chapter_6/ExerGame%20Lab%20%20Can%20Rehab%20 with%20Wii%20Fit%20improve%20older%20adults’%20balance%20%20 %23Exergaming%20Intervention.html> “Exergames for the Elderly.” Hernandez, Juan Emilio Gonzalez. PDF file “Promoting older adult wellness through an intergenerational physical activity exergaming program.” Strand, Kara Anne. PDF file “Exergame Design for Elderly Users: The case Study of SilverBalance.” Gerling, Kathrin Maria. Schild, Jonas. Masuch, Maic. PDF file


IMAGE REFERENCE CHAPTER 1

CHAPTER 3

CHAPTER 5

Unknown. “Advertising Image Family Playing Wii.” Photograph 2013. Index of Assets Library WiiNintendo. Web. 2014.

Unknown. “Virtual reality meets social media.” Photograph 2011. UWeekly. Web 2014

Jayms, Ramirez. “Portfolio Image.” Photograph 2013 Jay M Ramirez Portfolio. Web 2014

Tichenor, Joey. “Active living Portfolio.” Photograph 2013. Web 2014

Unknown. “Advertising Image Family Playing Wii.” Photograph 2013. Index of Library Wii Nintendo. Web. 2014.

Pizar, Alyssa. “Portfolio Image.” Photograph 2013. Alyssa Pizer Management. Web 2014

Jayms, Ramirez. “Portfolio Image.” Photograph 2013 Jay M Ramirez Portfolio. Web 2014

Pizar, Alyssa. “Portfolio Image.” Photograph 2012. Alyssa Pizer Management. Web 2014

Unknown. “Advertising Image Family Guitar Hero.” Photograph 2013. Index of Library Wii Nintendo. Web. 2014.

Pizar, Alyssa. “Portfolio Image.” Photograph 2011. Alyssa Pizer Management. Web 2014

Pizar, Alyssa. “Portfolio Image.” Photograph 2012. Alyssa Pizer Management. Web. 2014

Zeiss, Carl. “Head Set for video games.” Photograph 2010. Cinemizer Oled. Web 2014

Uknown. “Kids Playing with Wii, Courtesy of the Strong, Rochester, New York.” Photograph 2012. CHEGheads Blog. Web 2014

Unknown. “Advertising Image Family Playing Wii.” Photograph 2013. Index of Assests Library Wii Nintendo. Web. 2014

Krughoff, Allen. “Portfolio Piece.” Photograph 2012. Hardcastle Photography. Web. 2014

Pizar, Alyssa. “Portfolio Image.” Photograph 2012. Alyssa Pizer Management. Web 2014

Unknown. “Advertising Image Family Guitar Hero.” Photograph 2013. Index of Library Wii Nintendo. Web. 2014.

Unknown. “Next generation indoor cycling is riding into your living room.” Photograph 2013. Web. 2014

Unknown. “Exergames.” Photograph 2012. Teach PE Like a Rockstar. Web 2014

Unknown “Rehabilitation through gaming.” Photograph 2013. Major: Exercise Science. Web. 2014

Krughoff, Allen. “Portfolio Piece.” Photograph 2011. Hardcastle Photography. Web. 2014

Pizar, Alyssa. “Portfolio Image.” Photograph 2012. Alyssa Pizer Management. Web. 2014

Unknown. “Flair Fitness” Photograph 2000. Lease 2 Sppining. Web. 2014

Unknown “Wii Remote.” Photograph 2013. Wii Fit U. Web. 2014

CHAPTER 2

CHAPTER 4

CHAPTER 6

Ballen, Dr. Zev “Going the Extra Mile.” Photograph 2013. Breslev. Web 2014

Pizar, Alyssa. “Portfolio Image.” Photograph 2012. Alyssa Pizer Management. Web. 2014

Pizar, Alyssa. “Elderly Portfolio Image.” Photograph 2012. Alyssa Pizer Management. Web. 2014

Tichenor, Joey. “Active living Portfolio.” Photograph 2013. Web 2014

Unknown. “Weider 6lb.Pair Soft Weight Balls.” Photograph 2013. Sears. Web 2014

Unknown. “Retired Community.” Photograph 2013. Senior Groove With Kinect for XBOS Web. 2014

Tichenor, Joey. “Active living Portfolio.” Photograph 2013. Web 2014

Unknown. “Youth X Fitness Room.” Illustration 2014. Exergame powered by Motion Fitness. Web 2014

Pizar, Alyssa. “Elderly Portfolio Image.” Photograph 2011. Alyssa Pizer Management. Web. 2014

Joiner, James. “The Illustrated Rule Book For GlassHolses.” Photograph 2014. Web 2014

Pizar, Alyssa. “Portfolio Image.” Photograph 2012. Alyssa Pizer Management. Web. 2014

Pizar, Alyssa. “Elderly Portfolio Image.” Photograph 2010. Alyssa Pizer Management. Web. 2014

Douglas, Ian. “Vector Illustration.” Illustration 2014. Web. 2014

Pizar, Alyssa. “Portfolio Image.” Photograph 2012. Alyssa Pizer Management. Web. 2014

Pizar, Alyssa. “Elderly Portfolio Image.” Photograph 2008. Alyssa Pizer Management. Web. 2014

Unknown. “Tone and Tight.” Photograph 2012. Real fit-

Pizar, Alyssa. “Portfolio Image.” Photograph 2012. Alyssa Pizer Management. Web. 2014

Pizar, Alyssa. “Elderly Portfolio Image.” Photograph 2014. Alyssa Pizer Management. Web. 2014

Unknown. “Playstation 3 Sports games.” Illustration 2013. Game FM. Web. 2014

Pizar, Alyssa. “Elderly Portfolio Image.” Photograph 2012. Alyssa Pizer Management. Web. 2014

Unknown. “Playstation 3 Sports games.” Illustration 2013. Game FM. Web. 2014

Cover: Arick Almas

McLaughlin, Ted. “Wendy Shoes Now Top-Seller On Amazon.” Photograph 2013. Jobsanger. Web. 2014 Unknown. “Power Pad Game Screen Shot” Photography 2013. EMpuraraDise Web. 2014 Unknown. “Uxus Foot Craz Activity Pad.” Photograph 2013. Atari Age. Web. 2014 Krughoff, Allen. “Portfolio Piece.” Photograph 2011. Hardcastle Photography. Web. 2014

ness for real people. Web. 2014.

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THE FUTURE OF EXERGAMES

IMAGE REFERENCE

Unknown “Rehabilitation through gaming.” Photograph 2013. Major: Exercise Science. Web. 2014 Unknown “Rehabilitation through gaming.” Photograph 2013. Major: Exercise Science. Web. 2014



COLOPHON Designer: Esmeralda Ruiz Printing: Blurb® Paper: Premium Matte Binding: Blurb® Typeface: Avenir Next (Titles & Subtitles) Serifa Std (Body text) Software: Indesign & Photoshop Photography: Sources on pg.70 Copyright © 2014 Esmeralda Ruiz. All rights reserved. No part of this book, either text or image may be used for any purpose other than educational purposes. Therefore, reproduction, modification, storage in a retrieval system or retransmission, in any form or by any means, electronic, mechanical or otherwise, for reasons other than educational use, is strictly prohibited without prior written permission.


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