Showing posts with label games for health. Show all posts
Showing posts with label games for health. Show all posts

Monday, June 10

Going to Games for Health? USA or Europe?


 

9th Annual
Games for Health Conference

Back Bay Events Center, Boston MA
June 26-28, 2013!

Register Today! http://www.regonline.com/gfh2013

Sponsorship and exhibit opportunities also remain.
Contact 
bbryant@dmill.com for more information.

Latest schedule up at Sched.org!
Three Days to Explore...The Role of Videogames in Health & Healthcare
The 9th Annual Games for Health Conference is coming soon. Register today before prices rise and hotel room availability dwindles. Join hundreds of developers, health professionals, researchers, funders, and more at the largest event devoted to games in health & healthcare.

GAMES FOR HEALTH EUROPE!
On November 4-5 join us in Utrecht, The Netherlands for the 3rd Annual Games for Health Europe Conference.

For complete details on Games for Health Europe visit:

http://www.gamesforhealtheurope.org


ABOUT GAMES FOR HEALTH
Founded in 2004, the Games for Health Project supports community, knowledge, and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Pioneer Portfolio of the Robert Wood Johnson Foundation is the lead conference sponsor and a major supporter of the Games for Health Project. To date, the project has brought together researchers, medical professionals, and game developers to share information about the impact games and game technologies can have on health, health care, and policy.

A major effort of the Games for Health Project is the annual Games for Health Conference. Over three days, more than 400 attendees will participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition, and health education.




Sunday, May 19

Can Exergaming Prove Health Benefits?


Exergaming is by definition "exercise". Combining an exercise component with a video game component. Is it a crazy question to ask if it improves health? Maybe so, and that's not just a difficult question to ask of exergaming, as "health benefits" include complex sets of interactions and variables. In fact it's a crazy question to ask, like "does eating cheerios make your smarter".

Stepping aside from the technology for one moment, consider swimming as a mechanism for improving public health. Swimming is certainly great exercise, working all muscle groups, great cardio and very social too. On the face of it swimming is all set up to improve health. in practice, however, it does not for the majority of the public. Research has shown calorie intake after a session of swimming far outweighs the calories burnt during the session. People get the munchies after a swim.

Equally there's theories, with some solid research backing, that show in the normal course of events introducing a dedicated session of exercise elicits a reduction in pre-existing physical activity. Essentially some unexplained factor compensates for a bout of activity to maintain the bodies average energy expenditure.

Can a study in laboratory conditions "prove" health benefits for any exercise, let alone exergaming? No. What can be proved, to a degree, is energy expenditure levels and activity intensity. Whilst bigger numbers here would seem what we want to see, they only tell part of the story. The new study recommends using active videogaming ('exergaming') to improve children's health, it cannot be definitive.

Not all exergames are equal and not all people enjoy the same games, which is the reason why you may have seen research studies published claiming the opposite findings. We can't prove health benefits, but we can derive the factors that would make exercise sustainable and practical. For most people's money, the subject of the latest study; Kinect, doesn't make the grade in practicality or sustainability.

At Games for Health we all tried out Kinect table tennis. We had the advantage of a huge open area and didn't have to put the coffee table on eBay to make room to play but still the control recognition was so poor it was almost laughable and the game so unplayable it drove us crazy.

There's a reason video games are so popular, because they are not square pegs in round holes. There's a game to suit everyone and to tap into that sustainability is really the only way to get to health benefits. This approach is exactly what makes Gamercize the only true exergame system that's tailored to everyone's needs!




Wednesday, August 8

Exergaming: Preaching to the Converted

Reaching the "Hard to Reach" through Social Media


Photo by ExergameLab http://exergamelab.org
The concepts of obesity, physical activity and health are globally recognized and linked. Ideas and questions are shared within social media without international boundaries and eagerly expanded or answers suggested. Video gaming is also a global concept, with worldwide release dates for premium games and global communities of online players. Stories around these topics tend to cause a social media "buzz".

Exergaming is an innovative bridge from video gaming to health, that has been demonstrated in almost every country, but exergaming is not intrinsically a social media buzz-category. Why is that? It could be the approach exergaming stories should be shared needs to be different to take into account the relative infancy of the proven exergaming concept.Over recent months I have seen the success and acceptance of exergaming in social media though what was once called "cross-posting".

Cross-posting is a term that was used in bulletin boards and news groups of the old Web 1.0 and involves repeating information in different areas. Given the amount of social media available to be consumed via Facebook, Twitter, LinkedIn and other sources, this practice is useful today in order to reach the intended audience. In fact I intend to "cross-post" this blog post! When a story is posted there is the opportunity for readers to interact for example by "liking" or "retweeting" - a comparative measure for cross posts..

Judging the reaction by the number of "likes and comments" on exergaming cross-posts this year it is apparent that only "preaching to the converted" is working! There are very few reactions to exergaming stories in PE and physical activity forums, but plenty in exergaming circles. The most effective social circle for reaching audience is clearly The Exergame Network. The only other notable forum for exergaming is Games for Health. Both The Exergame Network (TEN) and the Games for Health organization, with its US and European factions and related Games for Health Journal, are global organizations.

There are two conclusions that can be drawn from my recent observations. Firstly, there are simply not enough knowledgeable or passionate individuals in the field of exergaming (at the moment) to sustain a buzz in anything less than a global forum. National and regional scope simply does not reach the tipping point to build momentum. I have seen individuals go it alone, and the only outcome being they fall out of the flock of exergamers!

Lastly I am concluding that approaching exergaming like it has the social kudos of gaming or fitness is the wrong approach. For exergaming "Preaching to the Converted" is all that really works. How should the approach change then? Increase those that are converted! Invite PE and physical activity advocates into The Exergame Network and Games for Health spaces, so they can consume exergaming stories, ask questions and make suggestions is a positive collaboration instead of a skeptical minority.




Monday, June 11

Is Enhanced Physical Activity Possible Using Active Videogames? - Open Response by Gamercize CEO

Making Exergaming A Success?

Gamercize has always performed impeccably in well designed research studies, delivering the validation of sensible, and considered, research questions. (see http://gamercize.blogspot.com/p/active-gaming-research-projects.html for study designs and results)


Applications of Gamercize in these studies have varied from desk exercise to school activities and at all times provided the correct level of engagement for the user to achieve beneficial physiological responses.


Gamercize does not fail because of the core principles of making exercise a secondary activity (automatic response) to the on-screen enjoyment, and allowing the user to engage in the electronic content that they prefer.


Best games and realistic exercise; is there any better formula for an exergame design? According to a recent Clinical Brief in the excellent Games for Health Journal, some researchers are well behind in the learning curve towards this understanding.


The brief is referencing a study reported on earlier this year in the journal Pediatrics, with the lead researcher, Tom Baranowski, defending the original study for it's poor reception by the media. Originally, according the NHS in the UK, the summary of the study by Dr Baranowski was “there is no reason to believe that simply acquiring an active video game under naturalistic circumstances provides a public health benefit to children”. This was a pretty bold statement to be based on just one study - even despite it's size and cost. It is also a statement that is incorrect with respect to Gamercize active video games.


In defense of the controversy stirred up by the study and it's subsequent media reporting the recent Brief diverges from rational perspective and common sense further, claiming "Children early in the diffusion curve might have used the games more actively" - which translated basically means, had the study been conducted when Wii first came out it would have favorably changed the outcome. The suggestion for rectifying this (of many) faults of the study claims that Kinect for Xbox 360 would have been a resolution.


The most basic and fundamental failure of this research, the attempt to recover via the Brief and of the researcher is that; A CONSOLE IS NOT A GAME! A new game is all that is required to sustain interest. Clearly the more engaging and appropriate for the user the game is in the first place, the longer the period of time before interest wanes. 


The game titles used had not been chosen by the participants in the original study and were weak gameplay fitness games (excusing DDR of course!). There is not one person familiar with video games that would have expected the outcome to be anything but a failure as a result.


Gamercize, of course, does not suffer from the weak fitness title sustainability problem (see the list of exergaming studies earlier in this post that references this) as Gamercize uses the game the user wants to play! Would this have been a more considered exergame to put under test? I think so. It is a pity the genre of exergaming took such a high level kick in the teeth by the media reports, slowing our progress towards the very health benefits this study sought to prove.


To summarize, the basic lack of understanding into the interaction between video games and the target population is outstanding. There is no systematic or methodological failure in the study outside of this. The foundation of sheer ignorance of video gaming was not understood by media and hence why the media reporting was so outspoken and prolific. 


My conclusion for any researcher looking to expand their portfolio with exergaming studies is (and I would welcome Tom's open reply in comment);


"If you don't understand video games you will never be able to design a successful study using exergaming. Certainly don't undertake any exergaming study until you have taken advice from an expert - any twelve year old will do."




Monday, May 14

Are you going to Games for Health this year?

The conference is a few weeks away now. Have you made plans? Check out what Ben Sawyer says...






Hi everyone,

Not to sound like a broken record but if you plan to attend Games for Health in June it's a good idea, almost necessary idea, to book your hotel before 5/16 or you could be paying more or without a room altogether.

The link to book your room is here:

> https://resweb.passkey.com/Resweb.do?mode=welcome_ei_new&eventID=8249983

You should also buy your ticket as we'll be raising prices a bit as things get closer.

> The direct link to registration is:

> http://www.regonline.com/gbew2012

Best,

Ben




Saturday, May 28

Gamercize at Games for Health 2011

Gamercize Pro-Sport for Xbox 360 Lights up GFH

I have been to the Games for Health conference before and the return to Boston was always going to promise something special. After the school and PE focus of national AAHPERD in San Diego a month earlier, this conference takes out the teachers and replaces them with academics.

I attended to support Gamercize primarily, which was exhibited at the conference by Motion Fitness in the Exergaming Tent. Gamercize was more than a product on show, however, with many of the presentations using the equipment as an example of exergaming.

One of the most notable mentions of Gamercize was from President's Council on Physical Fitness and Sports, Shellie Pfohl. You may have remembered my post on her visit to the University of South Florida's active gaming labs, with thanks to, and run by Lisa Witherspoon (http://gamercize.blogspot.com/2010/11/healthy-people-of-tomorrow-play-video.html)

In Shellie's presentation she talked passionately about exergaming as a motivator to health and fitness, making an example of the Gamercize Power Stepper used with Toy Story 3 there, saying "I experienced it, I witnessed it and I thought it was pretty cool." I would agree with her that in the hands on consumers en-mass, there would be some positive results.

Meanwhile, back in the Exergaming tent I was introduced to officials of the National Active Gaming League (NAGL), a brainchild of Dr Ernie Medina. It did not take much introduction before the game was on!

At Games for Health we had the advantage of the new Afterglow controllers for Xbox 360 used with our Gamercize equipment. These definitely add another dimension to the experience of playing real video games with real exercise!

As for the score in the FIFA match I played... No comment!

My schedule in the US has been hectic but enjoyable over the last two and a half years, with visits to many US cities and I'm happy with what we have done over there. There are emerging markets in Asia, Europe and the Middle East which will benefit from my experience stateside, which is where my focus moves now having built the presence required to keep Gamercize rocking in the Land of the Free!





Friday, May 14

The Exergame Network marches on the Games for Health 2010

Exergame Evangelists Meetup

In Boston between May 24th and 27th, the annual Games for Health conference takes place. If you are a member of The Exergame Network's Skype calls, Wiki, LinkedIn or Facebook collaboration groups then here's a chance to meet outside the virtual world!

Talking of Virtual Worlds, the 25th (traditionally known as pre-conference day) has both "Virtual Worlds & Social and Games For Health" and "Games Accessibility" days. This year sees the addition of the Mobile Serious Games Conference too. I found pre-conference day last year was the highlight of the year for me, very social and serious, serious fun!

Two vocal and well respected exergame advocates Stephen Yang and Dr Alasdair Thin (both very active in The Exergame Network) presented last year in the pre-conference event, that this year follows on from the Serious Games Conference on the 24th. (Alasdair, I think we need a new post on your site - ed)

The Games for Health conference itself on the last two of the four days in Boston feature some of the finest minds (and friendliest people!) in the research world. Highlights will undoubtedly come from the Exergaming Expo, where TEN supporters Tommy Seilheimer and Exergame Fitness will be showing how video games such as iDANCE and Gamercize make exercise fun.

The lineup for the two days conference, split into tracks so there are no clashes for your presentation enjoyment, is heavily represented by The Exergame Network. The best have been left to the last day, with expert researcher Dr Lisa Witherspoon Hansen kick starting the day with a presentation on her follow-on work in theory and practice of implementation from her doctoral study. The lab Lisa set up for a 6 week study is still going strong one and a half years later, so don't miss this!

We have fellow TEN expert Liz Lyons, looking at the how exergames affect players effort and exertion, so expect to see some great insights from the games savvy Liz, in her second year of presenting at GFH. A slight change of track will let you attend TEN advocate Sheryl Flynn, where rehab is the subject and Sheryl with her efforts in this area is well worth hearing out.

To round off the day we have once again Alasdair, Lisa and Stephen, with the former duo getting into some serious theorizing for exergaming and play. Who to round off the day better than Stephen, who is bringing us more results from his famous Exergame Lab! There is also a rumor going around that TEN tee-shirts will be available, but for the original and best Chief of all Exergaming Evangelists, and TEN supporter, go find Dr Ernie Medina. Here he is, giving his take on 08!


The four day event is being held at the Hyatt Harborside Hotel, Boston, MA. If you haven't been to this conference before, now in it's 6th year, you should Register Here. I hear that there is also a promo code, I'm not sure if I am allowed to share this, so jump on quick before it's changed for a 10% discount using BOS10 - that's the letters BOS and number TEN.




Saturday, December 19

Exergame Experts wish you "healthy holidays" with Video Games


The holiday season is always a health rollercoaster. We eat too much, watch too much TV and exercise too little and then make New Years resolutions that we can't keep. This year, make a change with Exergaming. The Exergame Network (TEN) reveals five ways of getting fit with video games, perfect for school kids to silver gamers with fun as the focus!


The good news for these holidays is you can over-indulge in fitness and fun by Exergaming. Exergaming is the combination of video games and exercise, ideal for a fun, social way to keep fit during the festive period. The Exergame Network brings you five Exergaming methods to suit everyone regardless of their age, ability or fitness level.

Most health and fitness resolutions revolve around dieting and joining a gym, but this doesn't work for everyone. So what about the rest of us, those that dislike gyms, dieting, boot camps or just find conventional fitness boring?

Exergaming succeeds because it makes exercise fun and involving. The exercise seems less difficult and second to the enjoyment of playing. Choosing the right style of Exergaming is vital in making it fun for you! The following CREWS list is a 'something for everyone' selection from five Exergaming catagories (for an interactive tour visit CREWS ):

1. Camera Exergaming – Your whole body becomes the controller as your movements are motion captured into the game (Eyetoy:Kinetic/Groove/Antigrav, Your Shape, Project Natal & Trazer 2)

2. Rhythm Exergaming – Become the musician or dancer and be guided by the music while the exergame records your dance steps or your musical timing. (Rock Band, Guitar Hero, We Cheer, DDR & iDANCE)

3. Exergaming Machines – Using real fitness equipment, the fun of the games takes your mind of the exercise. (Gamercize, Gamebike, Fitclub, GameCycle, BrainBike & Expresso Bikes)

4. Workout Exergaming – Follow your virtual personal trainer as they guide you through your workout giving feedback on your form and storing your progress. (EA Sports Active, The Biggest Loser, Your Shape and Wii Fit Plus)

5. Sensory Exergaming – These commercial exergames get you jumping and running for your score. (Lightspace Play, Makoto, BodyPad: Tekken 5, SmartUs & TWall)

TEN reminds you to think of 'CREWS' as an amazing way to engage, motivate and sustain exercise over your lifetime! To discover more about Exergaming, get practical advice and more information from TEN or connect with us on twitter, LinkedIn or Facebook . Now enjoy what some of the leaders on Exergaming have to say and how Exergaming can truly benefit everyone!



“Exergaming Machines are a time saving way to keep me fit. Last week I clocked up over 9 hours of genuine cardio, just by playing the latest Xbox release! It is important that everyone finds the Exergaming method that works for them, if you enjoy the activity there’s more chance of keeping at it and reaching the fitness benefits. Nothing kept in the back of the cupboard will improve health.” Richard Coshott, Gamercize Founder and CEO.

"People who normally don’t like to be physically active are willing to try Exergaming because it’s FUN. Parents tell me that this is the first time they’ve seen their kids sweat this much…and they don’t want to stop playing the exergames! Exergaming is the best intervention for the “couch potato”, and introduces physical activity that’s fun for the first time in their lives." Ernie Medina, Jr., DrPH, CHFS, preventive care specialist, Beaver Medical Group; CEO & “Exergaming Evangelist”, MedPlay Technologies.

“In Physical Education, we strive to provide a safe and positive learning environment that supports the needs and abilities of our students. Exergaming, in its many forms, is available in schools (before and after-school), at home, and in the community and thus has the potential to impact students.” Stephen Yang, Ph.D-ABD, M.S., B.S., Co-Director ExerGame Lab, Assistant Professor, State University of New York College at Cortland.

“Exergaming offers an alternative method of increasing heart-rate and building muscle bulk for those with disabilities. Real-world boxing, for example, offers an excellent aerobic workout for many able-bodied individuals, however is impossible for many with disabilities. Video-game based boxing, however, allows for simulated boxing with an avatar that is safe and achievable, while simultaneously being aerobically challenging. " Sheryl Flynn PT, PhD, Co-Founder Games4Rehab.com.

For more information - see the non-ploitical, non-commerical wiki site for T.E.N.




Monday, December 7

Position Vacant - Exergame Evangelist

So you want to be an Exergamer?

Many people claim to be in the position of professing the future of enjoyable exercise through video games, but it takes a certain metal to make the grade. If you think you have what it takes, read on...


You know there's more than one exergame on the planet (Yes, bore me with your "I read some bog posts" knowledge of Wii Fit somewhere else), you don't spam listserves or LinkedIn groups with mindless links or piggybacks no one cares to read or reply to? Well, maybe you can join ... the Exergaming Evangelists! Here's the job:

WANTED - EXERGAME EVANGELIST

Follow in the footsteps of the Chief Exergame Evangelist and promote a form of physical activity that is the 21st century answer to inactivity and obesity.

Experience Required : You need to have delivered exergaming first hand to lots and lots (and lots) of people, and seen the realization in their eyes that fitness means fun, not pain.

Debating skills : You must be able to appreciate the viewpoints but firmly be able to counter the following arguments (using your own experience, research findings or yourself and others and first hand comments from users you have intorduced to exergaming):

1. Exergaming is not as much exercise as sport
2. Exergaming is not good enough to be MPVA
3. Exergaming is a fad and won't be used long enough
4. Exergaming is not social
5. Exergaming promotes those bad video games
6. Exergaming is too heavily branded - doesn't fit in with unbranded PE
7. Exergaming is keeping kids indoors when they should be outside
8. Exergaming is too hard to integrate in PE
9. Exergaming is unreliable and breaks down
10. Exergaming costs too much to buy and support
11. Exergaming doesn't include monitoring
12. Exergaming is a commercial solution that cannot be recommended by by non-profit/government
13. Exergaming research is commercially based and unreliable
14. Exergaming provides incorrect medical analysis
15. Exergaming is just for kids
16. Exergaming hasn't been proven to work for gateway effect / weight loss
17. Exergaming takes participants away from traditional sport
18. Wii Fit is endorsed by the NHS Change4Life Campaign


Background : You must have come from either the Fitness Industry, the Gaming Industry or the Parentally encumbered (tick as many as applies!!)

Remuneration: Nothing in cash terms. You must love people and exergaming enough to give up your free time and energy to help others with this new way of activity.

Well, I hope the last point hasn't put you off applying, if you can't see the benefits of exergaming past the dollar signs then you're better off in the carbon trading derivatives markets!!




Friday, November 13

Gamercize and the Game4Life Campaign

Raising awareness of active video games

Today Gamercize announced the Game4Life campaign, a common keyword for the exergame industry to use to promote all different types of active gaming products and initiatives.

Video games have been getting bad press for violence linked to aggressive off-screen behaviour recently with the release of Call Of Duty: Modern Warfare 2, but this is only half of the problem with video game PR. This single game has united gamers under the banner of Gamer's Voice - a Facebook group that is growing with over 13,000 members in less than a week, started by Labour MP Tom Watson.

The other half of the criticisms aimed at gaming is that is makes you fat. Despite the gaming industry response to this criticism using Wii Fit as an example, the wheels have come off that cart with findings from the American Council on Exercise this week that proves Wii Fit isn't really exercise.

Game4Life is a keyword (not a logo, the one in this post is just a personal impression I liked!) to raise awareness that there are many many more options of video game exercise that do work for cardio fitness. Gamercize has an acclaimed heart thumping range of exercise options from it's compact Power Stepper to the new full sized Family Fit - 3 in 1 recumbent cycle, static rower and Xbox 306, PS3 or Wii exergame.

Use Game4Life as a promo code, in a blog headline or as a twitter hashtag and let the public (and the government, press and fitness associations!) know about your video game exercise product or service so we can dispel the other half of gaming criticism.




Monday, June 29

Active Gaming - The Social Phenomenon

Peer fun rules ok!

This is a presentation from the Games for Health Conference 2009 that I was lucky enough to attend. It's about Active Gaming (or exergaming if you prefer) - that is using computer games for exercise.

One criticism of active gaming that I hear sometimes is that there's no social interaction, not like real play or sports. Active gaming is not an replacement or an outsider to those activities, it's actually an integral part of both play and team exercise, and this excellent insight shows the social aspects.




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!




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




Thursday, March 12

Wake up call for Change4Life

Anti-Video Game Campaign Unfairly Targets Industry

If you are going to spend millions of pounds in a massive awareness campign, you are bound to make a few mistakes. Websites, posters and radio adverts from Change4Life have labelled video gaming as a bad thing for your health. What about Gamercize, Wii, Eyetoy and DDR? It's unfair to depict gaming as a bad thing, there's even an organisation called Games For Health set up to facilitate the health and fitness promotion of gaming.

Lots of top companies have complained, but there seems no sign of recognition from the campaign that it got some facts wrong. This is taking away from the main message of Change4Life, which is to eat better and move more to improve health. If the words and letters are falling on deaf ears, let's explain it with pictures... http://www.youtube.com/watch?v=7r42VboHtg0






Tuesday, October 28

Health Experts Back Video Games

Exercise makes video games acceptable.

A research study has been completed to determine the free choice in activity of children aged between 7 and 11 yrs, when given three activity stations:

  • Traditional games with no physical activity
  • Gamercize stepper and cycle fitness machines on PlayStation 2
  • Traditional stepper and cycle fitness machines with no gaming
Given free choice the children were 6 times more likely to engage in physical activity with Gamercize over traditional fitness equipment and they burned nearly 28 times more calories with Gamercize than playing sedentary games.



Here's what the health experts said after reviewing the findings.

“This test encouraged children to be more active, and that’s a great starting point. I know as a dad that the reason why video games are so popular is because they are so good, and kids will not leave them. It’s better to be smart and work with the games, making children more active in the process.”
Dr Ian Campbell, Medical Director of Weight Concern and Associate Specialist University Hospital Nottingham

“This is a very interesting result – it opens up a possible way of getting children more active.”
Dr Colin Waine, Chairman of the National Obesity Forum

“My feelings are mainly supportive, looking at the study, and the products at face value as a means of increasing physical activity in novel and attractive ways. Childhood obesity is, obviously, a major problem, and conventional methods of tackling it have failed miserably, so congratulations for thinking of an innovative new way.”
Dr David Haslam, Clinical Director of the National Obesity Forum

The study results show the effectiveness of Gamercize and the power of using video games for health. Ultimately the kids win out by keeping active and having fun.


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Friday, August 1

The Future of Exergaming

A Reality Check on Active Gaming.

There are more exergaming profiteers than experts and I'm sure you'll get a different view from both camps. I wince every time I see the total at the gas pump, so I'm certainly not in the former group!

As technology improves there is an increase in the application of video game technology, as a replacement of traditional sports and exercise. The virtual jogging, tennis, video game racing bikes and full motion simulators are good examples of these. What do these virtual reality exergames add compared with actually getting outside and experiencing sport and exercise for real?

A few reports have surfaced in the media recently that show I'm not alone in thinking real is best, and a few studies have been completed that even question the exercise benefits of virtual approach. For sure there is a place in nursing homes and rehab for some of this technology, but that is because the patients simply are not able to "Just Do It" for real.

I think there is diminishing future in the approach of taking participation away from sport and exercise to be replaced by exergames. My view has always been the approach that exergaming should add, not take away. This is why Gamercize adds exercise to existing video games and why we create new sports that are impractical to replicate in the real world.

I have estimates that, in the last six years, we have hit a grand total of 1,000,000 hours of sedentary video gaming. Can anyone really argue that real tennis, biking and jogging should be replaced by less healthy electronic alternatives? Can anyone really argue against adding fitness to these million hours of gaming instead?

I think the future of exergaming is to fix that one sedentary issue of gaming, and not in poor copies of real sports and exercise.




Sunday, July 13

Forced Gaming for Health Officials

Gamercize at the Health of the Nation Conference.

Last week we went to the premier government and health association conference, Heath of the Nation '08. The list of attendees was just as impressive as the speakers who included;

Tam Fry (AM Chair) - Honorary Chairman, Child Growth Foundation
Dr David Haslam (PM Chair) - Clinical Director, National Obesity Forum
Sir Liam Donaldson - Chief Medical Officer, Department of Health
Dr Will Cavendish - Director of Health and Wellbeing, Department of Health
Dr Susan Jebb - Head of Nutrition and Health Research, Medical Research Council
Sam Mellor - Head of Healthy Schools Programme, Department of Health/Department for Children, Schools & Families

The conference speakers had a great deal of information, but there were a few light hearted moments; The Foresight Policy Systems Roadmap was a laughable schematic trying to assign responsibility in the government's obesity strategy - it was a complete mess of a spider's web that I could have replaced with a single slide - EVERYONE IS RESPONSIBLE.

The second amusing moment was when one sharp witted delegate pointed out the irony of a health conference sponsored by a chocolate company. Well, these companies have the money and a degree of responsibility. You often see health initiatives sponsored by fast food giants, it's better than no initiative at all.

We were there both as delegates and exhibitors and this is the feedback we got while forcing government health officials onto Gamercize equipment to play Forza 2 or FIFA '08.

1. PCT and PDM representatives and were very pleased that Gamercize does not enforce a specific level of physical activity and that health professionals would have control over the exertion themselves. They also saw Gamercize as the solution for the most sedentary children to socially participate equally with more sporty kids.

2. Local authority school representatives shared a very useful fact with me. Children in some areas, particularly girls, do not engage in organized physical activity because they are not comfortable with the kit they have to wear. They saw Gamercize as a less strict activity for track suits instead of shorts - which has proved excellent in increasing children's engagement levels.

3. NHS, DCMS and NHS representatives all focused on the ability to play any game with Gamercize, not just racing games and not just games designed to be used with exercise. They saw this a protection against Gamercize being a "fad" and appreciated the value of the equipment in this respect.

4. Almost all representatives very much liked the the lower cost PS2 Gamercize, with the attraction of the cheaper games (£5-10) but youth leaders far preferred the Xbox 360 and PlayStation 3 versions of Gamercize because of the extra appeal to adolescents.

5. From the few SSP Competition Managers that attended, we have some more schools signed up for the next international exergaming tournament, to be held in October!!

It was a great event for us, we got to speak to a huge number of people that really can make a difference to the nation's health and the exchange of ideas was incredible. Needless to say, everyone loved the Gamercize concept and it wasn't long before we had the huge crowds I've come to expect when kids and parents discover Gamercize.




Sunday, June 15

Exergaming Adventure for Parents and Children

Gamercize gives adventure games some exercise for charity.


This Saturday I went to lend support to a great charity at a fantastic venue. The charity, Parentline Plus has a focus on strengthening family bonds with helpline and email support, this weekend they ran an event for fathers. Parents and children were introduced to quality time activities in one of the UK's top leisure centres which included video game fitness with Xbox and PlayStation made possible by Gamercize.

As Gamercize was created from the experiences and needs of my own family, I was very happy to attend and help raise awareness of the event and introduce other families to Gamercize. The only problem is how can you demonstrate the ability of Gamercize to support every game in such a short period of time? The enjoyment of the products depends on the enjoyment of the game, get it right and everyone loves it, get the game wrong and people don't go home as enthused.

The Xbox 360 Gamercize Gym Pod is available in Chamberlayne Leisure Centre already, so I brought along a standard school set up - the GZ Mini Pod with a regular two player PS2. This is very popular with schools as the cost and range of games is unparalleled in exergaming. I had to choose one game for each console.

There are a lot of games based on first person shooter engines, which is not exactly what the parents of 7 to 14 year old children want to see. Luckily these consoles have been out long enough for some great family alternatives.

I still had to be careful though the games for this event should really be co-operative, and not competitive, to help the bonding theme. I chose Lego Star Wars for the PS2 and Crash of the Titian's for the 360. Both games are excellent action adventures with an emphasis on co-operation, puzzle solving and game progression.

Gamercize levels the playing field for fitness ability, making it the perfect exergame for parent and child together. When you have stood side by side with your child facing the dark forces together you will walk away with a stronger bond.

Both games were a huge hit, parents and children played well together, getting good quality exercise at the same time. Parentline provided fathers with information about Internet safety and the local heath trust showed how healthy eating can be fun too.

Despite all the children I would have thought that the large plates of raw vegetables would have been left at the end. Not so; all of it had been eaten and the trick was low calorie dips! As Gamercize makes exercise fun, this was a perfect healthy partner, making healthy food interesting!




Sunday, May 18

Making Exergaming Accessible to All

Games and Exercise for Everyone!

Although I was unable to attend the Games for Health conference I followed the proceedings with great interest. The focus of GFH had previously been the medical applications of games, but exergaming stole the show this year.

One element that had proved quite tricky, well almost impossible to answer, was how to make exergaming accessible? The context of this is not putting a Wii on every street corner, that's not what it means. The context is how can everyone be involved with exergaming?

Gamercize to the rescue. Our ethos is providing the most accessible exergaming imaginable, and it is this concept our patent is based on. How do we manage it? Easy. Firstly there is no penalty for physical ability. I have heard so many times, "Wouldn't it be great if the faster you stepped/pedalled the faster your character moves on screen?". My answer is "No, that's actually the worst way!"

Breaking the link between physical ability and gameplay adds a vital ingredient - anyone can win. You just need to exercise within your ability to join in. This is important because an exergame should never tell you how much exercise to do. It is simply wires and computer code and has no formal qualifications or any ability to judge each person individually.

This has been graphically demonstrated to me on so many occasions. The most recent being a try out for 130 school children. A few of the children had mental or physical disabilities which would have precluded them from an effort based exergame - or at the very least made them dread the idea of having a go. I am happy to say that every single child was able to play and enjoy Gamercize at the same time as exercising. Every child was able to participate, everyone did and all but one enjoyed it tremendously.

That last pupil gave me concern. Why did one child not like Gamercize? A colleague of mine asked the little girl why she didn't like it and she said "I don't like that game, I want to play Pokemon"! This brings me to what I see as the most important part of the accessibility - the ability to exercise and play any game, which gives the result of being able to engage everyone. If we had brought along a Pokemon game - I would have loaded it up and got full marks for Gamercize.

How did Gamercize solve the problem of accessibility with exergames I hear you ask! Not by some clever think tank or far reaching research, but by complete accident. I wanted an exergame that father and son, (namely myself and my sons!) with wildly different physical abilities, could enjoy video games together. I also wanted an exergame that worked with all games, so there was no reason to ditch the exercise for a new game.

I think the best products are those that have been born to solve problems, not those have have manufactured to make money. Gamercize solves a lot of problems, especially the problem of accessibility. The great thing about this accidental accessibility - Everyone competes equally and Everyone is included.