Friday, June 19

Exergaming Fundamentals

What attributes make effective active games?

You may be surprised to learn that over the last five years gamers have racked up an estimated 1 million years of gameplay on Xbox 360 and PlayStation 3 worldwide. Combine these two consoles with all the others in circulation and you can get the real scale of the video game industry - a total of over 265 million game titles were purchased last year in the US alone, that’s nearly one for every man, woman and child in the country. 97% of teenagers either own of play videogames, girls almost as much as boys. Video games are fun and here to stay.

Exergaming takes the fitness aspect of exercise and combines it with the fun factor of video games, this is the definition in the basic sense, but there’s a bit more to it for an exergame to be effective. For any form of exercise activity to be effective the user has to be enjoying it - that way they will spend enough time engaged to realise health benefits. Exergames must have sound foundations, here’s the fundamentals and what they mean.

Engagement. In order to provide exercise the activity must be one that people will engage in. To do this the fullest spectrum of gaming genres need to be catered for. 80% of teenagers play 5 or more genres of video game, this means some love racing games, others are far more involved with strategy games, only by making all of these available can exergames engage the largest population.

Accessibility. The exercise element of an exergame should not discourage anyone based on their current physical ability. This is achieved by detaching the physical performance from the video game performance, making the exercise incidental and allowing those with lesser ability to access exergames as a rewarding activity. If an exergame is based on physical ability, rather than physical activity, then the population with the most to gain could easily be discouraged.

Sustainability. Making sure people are engage and can participate with their own ability is a start now, we need to make sure they can sustain their interest. Exergaming is only as good as the video game behind it, and if gamers get bored they will go back to inactive gaming. Being able to change the game used for another game mirrors the behaviour of video gamers, who typically move on to a new game every 2 or 3 months. An exergame has to follow this formula of success that has sustaining inactive gaming for many decades.

Social. Gaming has now grown to the point that the population supports a wide social community. Xbox 360, PlayStation 3 and Wii consoles all offer online gaming networks, and exergames need to support these environments, not just technically, but also in terms of cost of purchase and space.

Considering these factors we now have a shortlist of exergames that have the ability to deliver exercise to our target population in a fun and sustainable way, but how can we employ this new technology? Check out the answers in this presentation:





Thursday, June 18

Active Gaming - A Look Into Future Generations

The Logic behind Exergaming

You must take a look at this presentation, it fully explains the thinking behind Gamercize and other active video games, that make fitness fun!

Thanks to Lisa and Mike for putting this together and sharing it with us!




Wednesday, June 17

Exergaming - Making exercise fun, for everyone

Free awareness card packs at Games for Health!

Games for Health in Boston this year was a much larger event that last year, showing the increased need and following not only in games for health, but specifically exergames!

The vast majority of the general public, even a good proportion of the delegates, have very little knowledge of the number of products in this space. For most it's just exergaming is Wii Fit, even poor old Wii Sports has been forgotten now. But there's so much more!


There is problem with this lack of awareness; if you don't like exercises like Wii Fit or if you don't lose weight with Wii Sports then it's a bad assumption to make that exergaming doesn't work. You've just not found the right one for you!

This is why it's important to see the whole selection, and why we pulled together a group of products that can be considered exergaming, 38 products in all, not just Gamercize. As the key message of exergaming is all about fun, we turned this into a card game for delegates to take home and play!

Here's a link to the conference live blog and some instructions on how to play - http://befitwithbiray.com/games4health/?p=32

The 38 products is the card list we used, so don't forget there's even more exergames out there - take a look at the exergaming wiki at http://exergaming.pbwiki.com and check that out, see how exergaming can work for you or your school and meet some of the people behind the genre!




Sunday, June 7

What Exergame is Right for You?

Revealing Results from Facebook


There are many confusing options in the world of active gaming, or "exergaming" as it's being referred to. Most people tend to think of Wii Fit, but what if you've already tried this and it's not got you moving and given you no more exercise than reaching for your copy of Mario Kart? There are exergames for everyone, so if you've tried something that's not worked for you or you're looking to use technology for fitness then do not despair and don't make a costly mistake!


Exergaming is so much more than Wii Fit, so if you're not seeing the fitness benefits you were lead to believe then take this test on Facebook - "What exergame is for you?". Answer honestly and you'll find the perfect exergame that will keep you interested in fun exercise that's right for you!
The results from the quiz may surprise you and probably save a lot of hard earned cash in your quest for the perfect beach body this summer! Go to http://apps.facebook.com/what-exergame-ifbgfd/ and see what type of active gamer you really are!





Tuesday, May 19

Active Gaming is Stealth Exercise

Effective Fitness Motivation


Everyone knows exercising leads to increased fitness and fitness leads to enjoying a more active life. That is why there are gyms, fitness centers and home gym equipment. The biggest problem in reaching that elusive next level in life is maintaining motivation. How many people have bought home gym equipment, only to leave it unused after a few weeks? How many people have bought gym membership at the start of the year and give up going by then end of May?


Too many. Time and money wasted, not because these approaches are no good, but because the improvement is so gradual it is easy to think you are getting nowhere and just give up. It's no fun, it's tough, you don't have the time and you can't see it making any difference. Very easy to understand, most of us have been there and done it.


Just think about PlayStation 3 and Xbox 360 now. How many people buy these things, and make excuses not to use them? How many Sony, Microsoft and Nintendo games consoles sit unused in the garage? Here is a proven formula for motivation and fun! What a shame playing video games is no good for you compared with playing on the sports field? That has all changed now Gamercize has come along!



Attempting to put fitness into video games is not a new idea, it's been tried as long ago as 1982 by Atari and has grown to be called "active gaming" or "exergaming". The problem is putting fitness into games has always focused on the exercise, taking away from the game in terms of quality or control. Remember the gym vs the console? - Motivation comes from enjoyment. Putting fitness into a racing game is a fair example of what I mean. The more effort you expend the faster the car goes. Great concept, but in practice it becomes tedious compared with the temptation to change the game for the next shiny new disc which arrived in the post this morning and has the internet raving about gameplay and graphics.


So can you see why Gamercize is so popular and successful for people striving to better themselves? Reduce the interaction, so exercise can be automatic, and every game can be played with exercise! Like walking and talking on a phone, or running while listening to an iPod, like playing football on the beach or playing in the park with the dog - it is fitness by stealth with the focus on the fun.


Now change the game with that shiny new disc that arrived in the post this morning and the motivation is boosted even further. Exercising with this much motivation, and without a conscious effort, will take you to your fitness goals.




Sunday, May 17

Change4Life - 60 Active Minutes from active gaming

So you're struggling to get out to the park for an hour every day week in, week out? There's never a problem finding time to play video games so why not use this entertainment for your exercise?




Saturday, April 18

Free FM Pedometer during Games for Health month from Gamercize

It may not be Nike+ and an iPod, but it's free!

To celebrate the fifth annual Games for Health conference in Boston, MA a pedometer with built in FM radio will be bundled free with every Gamercize purchase in June!

The key message for this offer is to support active lifestyles, a commitment Gamercize has made in partnership with the government awareness campaign Change4Life.

Using Gamercize's patented exergaming fitness machines with video games consoles such as Nintendo Wii, Xbox 360, PlayStation 3 and PS2 makes you fitter and more healthy.

Take advantage of your new abilities and increased energy with this offer from Gamercize and listen to your favourite radio station as you take on the ultimate level - the great outdoors.

Gamercize recognises the purpose of exergaming and Games for Health not as just a fun way to be fit but also to bring improved public health to the masses. For more information on Gamercize visit http://www.gamercize.net, where this offer will be made official at the end of this month. For more information on Games for Health in general visit http://www.gamesforhealth.org/

The Games for Health Fifth Annual Conference will be held in Boston between June 11 and 12, with a special pre-conference date of June 10. To book for this event visit http://www.regonline.com/Checkin.asp?EventId=688555




Tuesday, April 7

Exergaming Rocks AAHPERD

Gamercize brings the fire and makes Tampa come alive!


The national physical education show in Florida last week was full of exergaming, not only on the exhibition floor but also in the seminars, poster sessions and workshops. Gamercize was there too, making it all real!

Even before the conference began there was a special NASPE session "Using Technology in Physical Education Teacher Education" in one of the conference hotels. The use of technology to as a tool to make PE teachers life easier included Web 2.0, electronic student response systems and online assessments. Multiple sessions were presented by Derrick Mears (Western Washington University), Lisa Hansen (University of South Florida), Joanne Leight (Slippery Rock University) and Patrick Fine (Chesterfield Elementary School).

The highlight of the pre-conference was an excellent, in-depth presentation by Lisa Hansen on exergaming (Active Gaming) and Interactive Fitness. This started with issues around obesity, the decrease of general levels of physical activity and the role Recreational Screen Time (RST) has to play in this decline. The obvious choice of using technology for fitness instead of against fitness was presented, backed by research.

The most important aspect of the presentation for me was the thinking around implementation, to ensure exergaming is as effective in the real world as it can be proved in the lab. As Gamercize was early to Tampa, available (and portable enough!) this was used as a demonstration piece for a lesson plan to illustrate hands-on the key of the presentation. Using Gamercize and running through the lesson plan showed a subject's (Thanks Allison!!) resting heart rate of around 60 peak at 130 with an average of 120 throughout the 30 minute piece.


Gamercize itself was set up at booth #736 in the exhibition halls and was constantly busy, with word spreading around the delegates to visit our first appearance here! The key aspects of the equipment that rocked the conference are the ability to play any game, and hence get all kids interested, and the minimal interaction of "move to play" that enables all physical abilities to play exergames!

Of course the low cost of the equipment was of huge interest, and a few delegates between them even purchased all the demo equipment right off the booth at the end of the exhibition! This did make break-down much simpler! There is still a 10% discount running at http://www.gamercizeusa.com/ for those that missed out at the show!

The first of the two formal sessions that delivered the exergaming message at the conference was "#351 - A Critical Look at Fitness Technology for Kids" by Dan Drury of Gettysburg College, parent of two and exergame evaluator. This session concentrated on the factors that make exergaming work, Intensity, Duration, Mode, Frequency and Progression.

Both the exercise physiologist view and kids perspective had equal billing to give a presentation that, I think, shook the delegates up to the fact not all exergames are created equal. Giving PE a structured approach to evaluation is an excellent idea and I agreed with the entire piece. I was surprised but happy to see Gamercize images in the presentation as illustrations for some of the points!

The second session that shook the halls of the Tampa Convention Center was "#551 - Exergames: Bridging the Gap between Video Games, Activity and Fun" by Stephen Yang of SUNY Cortland, parent of two and long standing exergame guru. This session focused on doing rather than talking and included short introductions by notables such as John Foley (SUNY Cortland), Lisa Hansen (USF), Andrea Oh (iTech Fitness) and Aaron Hart (Station PE).

The workshop started with brief introductions and key messages from Stephen's team before breaking out into Q and A sessions with the presenters. All the time the students from SUNY Cortland were getting their game on with DDR, Gamercize and Gamebike - while wearing heart rate monitors which were displayed on the big screen!

The common theme for the sessions was - oversubscription! Dan's presentation had delegates sitting and standing in the corridor outside while Stephen's workshop had attendance well beyond the capabilities of the PA system and even had exergaming spilling out into the concourse!
I would like to give special thanks to Lisa and Stephen for allowing Gamercize to be part of their sessions. Ernie, you were missed and would have enjoyed this conference immensely! Now we've set the scene for exergaming in PhysEd at Tampa all we have to do is deliver it to the kids and Let it Rock!




Monday, April 6

Exergaming Ethics

When Good Exergaming goes Bad.

Last week I visited AAHPERD and spoke to a great many delegates, presenters, academics and exhibitors about the state of the exergaming industry in physical education. This particular post deals with just the bad news from the conference.

I went to two poster sessions from students who tested exergaming (in the form of Nintendo Wii) against non-virtual sports. The results were as I expected, exergaming was no substitute for real sports in terms of physical exertion or movement. The surprise was the impression I had from speaking to the researchers - they expected Wii Sports to "win".

Most, if in fact not all, of the people who spoke to me about exergaming at AAHPERD has an equal level is disillusionment with the Wii in physical education. It's not that the Wii is bad, it's in fact very good - but expectations have been set to unrealistic levels. Other exergame vendors are also guilty of this, not necessarily in exertion levels, but more on sustainability. What we need here can be summed by one word : ETHICS.

The other public facing side of exergaming is the service provision companies. I heard about incomplete installations, lack of support, poor equipment choices and generally poor customer service. This concerns me a great deal, as exergaming needs a better reputation than this.

I know money is tight for service companies, and there must be a greater tendency to "cut and run", but it should also be mentioned that money is tight for everyone! The industry is not reacting correctly to provide a better value customer experience. What we need here can be summed by one word : ETHICS.

There are bad exergame companies and there are good ones, these are just the bad. Ask your vendor or supplier "how do your kids find this stuff?". You'll invariably discover, as I have, that the bad eggs don't have direct experience with children! If you're dealing with someone who's not been a teacher or parent - beware!!!

There is no point calling out the names of the products or companies that are operating to short term commercial goals rather than long term ethical ones, because this economic crisis will naturally remove them one by one. Let's not say anything bad about any company in particular - "Nah! Just smile and wave, boys. Smile and wave."




Sunday, April 5

Can games like 'Wii Fit' really work it?

The games that work best will be the ones that are the most fun!


Stephen Yang as contacted by Kim Painter, Senior Health Columnist for USA Today, for comments on how effective exergames are for cardiovascular benefits and overall health. He had a great discussion and here is the article that was just posted online today.


But games that are more demanding, more interactive or both are on the way or already available, says Stephen Yang, assistant professor of physical education at the State University of New York-Cortland. For addictive, calorie-burning fun, Yang recommends Eye Toy Kinetic (for PlayStation2), a workout game that points a camera at the user to track movements and provide instant feedback.

He also likes tween favorite Dance Dance Revolution (for various game systems), which is not marketed as an exercise game but fits the bill. And he directs parents to Gamercize, a British import that connects to any video game system — and keeps it running only as long as the user keeps moving on a mini-bike or step machine.

The future will bring games that track heart rates and keep exercisers working at a challenging but safe pace, he says. Virtual group workouts, with participants connected online to a live coach, will happen, too, he says.

But the games that work best, Yang says, will be the ones that are the most fun.