
Type “exergaming” into one of the major search engines’ toolbars and you’ll be joining a growing number of people pursuing technology-based activities.
An ever-increasing number of articles are being written and more University-based research is being performed on the portmanteau of “exercise” and “gaming.”
This class of “exertainment” is being pushed as the new tool to combat obesity; a way of exercising while playing video games.
Promoted as “one part exercise, more parts fun,” exergaming employs ideas that were developed in the 1980’s when the then-innovative virtual reality realm was introduced to mainstream audiences. The first attempts at “exergaming” occurred when pioneer Autodesk developed the HighCycle and Virtual Racquetball, both of which employed a head-mounted display unit that would provide immersion into the virtual environment for the user. The HighCycle would allow a user to pedal through a virtual landscape. If he/she pedaled fast enough the virtual bike would take off and fly over the virtual scenery. Virtual Racquetball tracked the position and orientation of a racquet used to hit a virtual ball, allowing two players to compete over a phone line.
Over the last 2 decades, there have been several attempts to expand the fledgling enterprise of combining exercise and entertainment. In 1986, NES (Nintendo Entertainment System) released the Family Trainer, which critics deemed focused more on entertainment rather than exercise.
The 1990’s fueled further attempts with a largest cooperative between Fitlinxx, Life Fitness and Nintendo. They partnered to produce the Exertainment System. Other fitness giants Precor, and Universal created their own systems. Tectrix also released the VR Bike and several others dabbled in the market but no single company really solidified its stake in the “exertainment” field.
Until 1998, the idea remained in a spin cycle and really wasn’t going anywhere. The hardware was still too expensive for the average home consumer and health clubs were not willing to commit. While the high-performance game console capabilities improved and their price tags approached reasonable levels, manufacturers once again began to peruse fitness innovations.
1998 saw the advent of Konami’s Dance Dance Revolution. It was physically exertive and very cost effective, finally mainstreaming “exergaming.” Again, in the early 2000’s, others attempted to capitalize on the revitalized interest. In the UK, Exertris designed an interactive gaming bike that was specifically targeted at the fitness market. Even more inventive, 2005 saw the release of the EyeToy: Kinetic for the Sony Playstation. This was the first multi-functional hardware piece designed specifically for a slew of software titles rather than simply one game in mind. When designing an “exergaming” system, the manufacturer must decide whether the system will be usable with current games or if it will only be available for use with custom software (as is the case with the Dance Dance Revolution hardware). The EyeToy hardware converts a player’s physical movements into game controller commands.
2006 introduced a system that follows the elementary school minimalist approach. Gamercize allows game play to continue only if the player continues exercising. This year, Nintendo released the Wii Fit system for its new video game platform. It incorporates a balance board that measures pressures to determine center of mass and the user’s balance, and further tracks actions by utilizing the acceleration detection in the Wii Remote. It offers 40 games in four categories: yoga, aerobics, balance, and strength training. Visit www.videojug.com/film/how-to-use-video-games-to-keep-fit for a short clip comparing several of the current “exergaming” devices.
According to a study at the University of Nebraska at Kearny ,these games have been found to increase heart rate, oxygen consumption, and energy expenditure in children by 2-3 times that of traditional video games. The findings were presented at the May 2008 ACSM meeting. According to Gregory Brown, PhD, graduate program committee chair of the health and physical education department of UNK, “If someone is going to play video games, physically active video games are better than just sitting on the couch moving your fingers.” Dr. Brown’s study found that when engaged in virtual play, a child’s average heart rate increased about 33% from 80 to about 120 bpm (similar to walking). With a study sample of N=25, 15 boys, 10 girls with an average age = 11, the following results were found. “Exergames,” Wii boxing, Wii tennis (Nintendo), and Dance Dance Revolution(DDR) (Konami) were compared with a typical game, Gran Turismo 4 (Polyphony Digital). Employing a two factor (gender x intervention) repeated measures ANOVA heart rates were higher for all active games over the sedentary one. Heart rates from highest to lowest were for Boxing, DDR, and then Tennis. However there was no significant differene between the active games in terms of O2 consumption. Tennis resulted in 25.3% +/- 2.7% VO2 max. Boxing 32.5% +/- 2.7% and DDR 31.5% +/- 3.8% (1)
Another study in Glasgow, UK looked at N=13 10 year olds in order to compare active games, handheld games, and watching a Simpson’s DVD. Dance Mat Mania (Scenario Entertainment) and Eye Toy Boxing (SCEA) caused heart rates to jump from 80 bpm to 160 bpm (similar to brisk walking or even jogging). Watching a DVD or playing handheld games was no more calorically expensive than reading a book. (1)
It should be noted that there are inherent risks to “exergaming” Similar to other forms of physical activity. While simulating a racquet serve during a session of Wii Tennis, Nintendo, an 18 year old woman fell while simulating a serve and sustained a dislocation of her left patella. This was the first incidence of patellar dislocation attributed to the game. Similar to all other physically active endeavors, there are some risks.
New software is already in the works for hardware that is already commercially available. Titles such as “All Cheer Squad,” “Skate It,” “Don King’s: Prizefighter,” “Shaun White Snowboarding,” and even the equestrian “Jockey Wii 2008” are set for release that will use the successful Wii and EyeToy hardware. And the “exertainment” industry is not showing signs of slowing down as evidenced by “exergaming” firm Xergaming Technologies’ 100% increase in total revenue since last year. This company only targets YMCAs, schools, health clubs, and community recreation centers, illustrating that interest is not limited to the private sector. Physical activity regardless of form is necessary for health promotion in all people. It will be interesting to see if the age of technology, which reduces physical activity requirements, will be able to support the needs of the body to move. Exposure to activity still is a relevant component to participation and assuming “exergames” will make a difference in childhood obesity is a bit premature and likely an over-assumption. It is important that a balanced approach to physical education and activity is emphasized so children and adolescents experience a wide-array of opportunity to remain active.