Showing posts with label sedentary behavior. Show all posts
Showing posts with label sedentary behavior. Show all posts

Monday, October 11

Smart Thinking Inside The Box

The Future is Now


How many times have you heard the phrase "think outside the box"? This is a fine phrase to ask people to expand the boundaries of thought process in search of solutions to long standing problems.

Thinking outside the box has given rise to the trend of reducing sedentary activity and increasing voluntary physical activity with exergaming. The concept of using the "enemy" of fitness to actually promote and improve fitness could never have been arrived at with conventional thinking. So it's good to think outside the box? Yes, but there's a limit. When thinking is done, it's time for the doing.

This is what I mean by thinking inside the box. The physical activity innovation exergaming has now been bought inside the "box" - so let's think about using it, start the "doing". Constantly thinking of new ideas is great, for example Xbox Kinect and PlayStation Move, but hang on, where's the justification and credibility of exergaming? What successes have we had so far, and is it enough?

The success of the Wii is not in doubt, selling more units than you can shake a wii-mote at, but is that success in physical activity? Not really. From my experience there's not been successful, sustainable, repeatable implementations of Wii in homes or schools (outside of obvious commercial success). How do we change that?

It's pretty clear from the research into energy expenditure and sustainability that we can get a better base for real implementation. This is what we are doing with Gamercize, from a base of promising data from studies we're looking into wrapping product with the process - in a schools programme.

To do this we need to think inside the box, look at what we have, use our experience, look at what it does and then figure out the best way to use it. In the next few months schools and teachers will be preparing to unleash this new thinking on the children of London, and those kids are sure going to have fun! Watch this space for progress updates!





Friday, August 20

Active Gaming: Oh, You Mean the Wii?

Introducing PE Central's new Exergaming blog, by a real life active gaming PhD - Lisa Hansen.
(original post at http://pecactivegaming.blogspot.com/2010/08/active-gaming-oh-you-mean-wii.html)


I cannot tell you how many conversations I have had with individuals discussing active gaming when they say something similar to, "Oh, you mean like the Nintendo Wii?” While my answer is "yes", it has become more and more frustrating to realize that superb marketing of a popular brand has really conditioned many minds to not properly understand active gaming. Active gaming is more than just the Wii...much more!


Active gaming is an umbrella term with a modern concept of combining technology + games + physical activity. Exergaming is also a popular term associated with active gaming that some refer to as "active" video game play. Yes, Nintendo Wii is an active game; but, so are a variety of virtual bikes, rhythmic dance games (dance dance revolution), martial arts simulators, HopSports, Gamercize, gesture tracking games, other virtual sports games, etc. Simply stated, there are numerous active gaming activities available on the market- commercially and for residential use. Review the "What is active gaming?" section of our website to learn more.


While many physical activity advocates, and maybe I should include traditionalist, view active gaming as a potentially negative tool to be used to promote physical activity; I am not so sure these technology driven physical activities have been given a proper chance to be successful. A large reason for much misconception is due to a lack of knowledge and or negative experiences with the inappropriate implementation of active gaming. Both of which are understandable and will be discussed further on the PEC active gaming website as well as in our blogs.


The question: "What should active gaming really be?" Active gaming should be a "tool" (in physical education) used to get children physically active while accomplishing learning objectives. Active gaming should not replace traditional physical activities; only accentuate them if that makes sense? A popular facet of active gaming is that the children consider the games fun because the technology aligns with the current generation's interests. If they are going to spend time playing video games why not let them choose an active video game? So I ask you, what is wrong with "fun fitness" if a child will choose to be active playing an active game opposed to a more sedentary behavior? Our goal is to educate children about physical activity in hopes they will become voluntarily active for a lifetime. Active gaming is simply one type of physical activity to help accomplish this goal!


This is a very useful and considered overview of exergaming with a P.E. slant, be sure to check out the blog and website!