Exergaming
Encyclopedia
Exergaming or exer-gaming (a portmanteau of "exercise" and "gaming") is a term used for video games that are also a form of exercise. Exergaming relies on technology that tracks body movement or reaction. The genre has been credited with upending the stereotype of gaming as a sedentary activity, and promoting an active lifestyle. Exergames are seen as evolving from technology changes aimed at making videogames more fun.
(or Family Trainer) for the Nintendo Entertainment System
(NES) and Foot Craz for the Atari 2600
, although both had limited success. Konami
's Dance Dance Revolution
was cited as one of the first major successes of exergaming; when it was ported from the arcade to PlayStation
, it sold over three million copies. In the 2000s, a number of devices and games have used the exergame style to much success: the EyeToy
camera has sold over ten million units, while Nintendo's Wii Fit
has sold in excess of 21 million copies. By June 2009, health games were generating revenues of $2 billion, largely due to Wii Fit's 18.22 million sales at the time. The term exergaming entered the Collins English Dictionary
in 2007.
The genre has been mooted as a way to improve users' health through exercise, but few studies have been undertaken to measure the health benefits. Smaller trials have yielded mixed results and have shown that the respective traditional methods of exercise are superior to their video game equivalents.
community during the 1980s. The pioneer in this area was Autodesk
, which developed two systems, the HighCycle and Virtual Racquetball. The HighCycle was an exercise bike that a user would pedal through a virtual landscape. If the user pedaled fast enough, the virtual bike would take off and fly over the landscape. Virtual Racquetball tracked the position and orientation of an actual racquet that was used to hit a virtual ball in a virtual environment. This environment was shared with another user equipped with another tracked racquet, allowing the two users to play each other over phone lines. In both systems, the users could wear the VPL eyephones, an early Head-mounted display
(HMD), that would provide more immersion for the user.
The first true attempt at what would later be called Exertainment was the Atari
Puffer project (1982). This was an exercise bike that would hook up to an Atari 400/800 or 5200 system. Forward speed was controlled by pedaling while steering and additional gameplay was handled by a handlebar-mounted Gamepad. The machine was nearly ready for production with several games (Tumbleweeds and Jungle River Cruise) when Atari declared bankruptcy and the Puffer project was abandoned. Nintendo
also dabbled in this space with the Power Pad
in the late 1980s.
The first exergaming system released to the market was the 1986 Computrainer. Designed as a training aid and motivational tool, the Computrainer allowed users to ride through a virtual landscape generated on a Nintendo NES, while monitoring data such as power output and pedaling cadence. The product had a price that was far too high to be considered as an entertainment product, but was affordable by dedicated athletes. The product continues to this day, where it now runs using Microsoft Windows
compatible software with extensive graphic and physiological capabilities.
Also released for the NES
in 1986 was the Family Trainer, which focused on entertainment rather than exercise.
About the same time as the Computrainer, Concept II introduced a computer attachment for their rowing machine. This has become their eRow product and is used for both individual motivation as well as competition in "indoor rowing leagues"
had an LCD-based bike product, and Universal had several CRT-based systems. The Netpulse system provided users with the ability to browse the web while exercising. Fitlinxx introduced a system that used sensors attached to weight machines in order to provide automated feedback to users.
The most sophisticated of these entries was the Tectrix VR Bike. Developed originally by CyberGear Inc., The VR Bike allowed users to pedal through a number of virtual environments as well as engage in single and multiplayer games. It was joined later by the VR Climber.The VR Bike software is now distributed alongside Trixter bikes.
Three issues combined to ensure the failure of these systems in the marketplace. First, they were significantly more expensive than the equivalent models that did not have all the additional electronics. Second, they were harder to maintain, and were often left broken. Lastly the additional expertise required to operate the software was often intimidating to the users, who shied away from the machines out of fear that they would look foolish while trying to master the machine.
Until 1998, nothing significant happened in the field of videogame exercise. Hardware was still too expensive for the average home consumer, and the health clubs were gun-shy about adopting any new technology. As high-performance game console capabilities improved and prices fell, manufacturers once more started to explore the fitness market.
In 1998, Konami
's Dance Dance Revolution
was released. It was highly effective—exercise-wise—and very cost effective and so brought exergaming into the mainstream.
introduced an interactive gaming bike to the commercial fitness market.
Exergaming came to the mass media attention at the Consumer Electronics Show
when Bill Gates showcased the Exertris
Interactive Gaming Bike in 2003, and the following year the same show hosted a pavilion dedicated to video game technology that also worked as sports and exercise equipment
.
The 2005 release of the EyeToy: Kinetic
, brought the first—multi-function—exergame hardware into the home market. Making the players physical movements into the game's controller. 2006 Saw the launch of Gamercize
, combining traditional fitness equipment with games consoles. The minimalist approach allows game play to continue only when exercising, turning all game titles into potential exergames.
Nintendo
's Wii
in 2006 brought acceleration detection with the Wii Remote
. In late 2007, Nintendo released the exergame Wii Fit
, which utilized a new peripheral, the Wii Balance Board
. Various approaches to exergames have been documented and compared by VideoJug
in an information film.
The PCGamerBike
appeared at CES in 2007 where it received an Honoree Award. It differs from other exergaming devices in that its pedal motion can be mapped to any key on the keyboard. It also has a optical encoder which detects forward and reverse pedal motion. The Fisher-Price Smart Cycle was another entry in the field.
Other examples of exergaming products include: Cyber coach
, NeoRacer
, Gymkids exercise equipment with interactive technology, some Wii
titles such as EA Sports Active, Cybex TRAZER, Powergrid Fitness Kilowatt
, Lightspace Play Floor, PlayMotion
, Yourself!Fitness
, Expresso Fitness S2, i.play
, Cyber ExerCycle, VEQTOR Sport Trainer and Sportwall.
and found to be six times more sustainable than exercise alone.
While the Wii has been seen as being more physically demanding than sedentary game consoles, a study published in the British Medical Journal
found that while playing the Wii uses significantly more energy than playing sedentary computer games, the energy used when playing active Wii games is not of high enough intensity to contribute towards the recommended daily amount of exercise in children.
Benefits of exercise on mental ability and productivity are in the early stages of research, but indications from using Gamercize
with a computer have been reported as providing a 17% productivity improvement. Combining cardiovascular exercise and balance practice has been shown to increase academic success among students in grades K-12. According to the 2009 Active Healthy Kids Canada Report Card on PhysicalActivity for Children and Youth, children who are physically active perform better in school than those who are not. Interestingly, academic performance improves even when academic learning time is reduced to allow time for physical activity. ,
Electronic Arts
commissioned a 2010 study by the University of Wisconsin which found that EA Sports Active passed fitness guidelines for an "effective workout" put forth by the American College of Sports Medicine
.
's Dance Dance Revolution
. Though designed to be played by users moving about on a specially designed dancepad, that game can alternatively be played by pushing buttons with one's fingers using a standard hand-held gamepad. When played with the dancepad at higher levels the game can be quite challenging (and physically exhausting), but if the game is played using the buttons on the hand controller, none of the sequences are physically limited.
Newer systems such as Xbox 360
, PlayStation 3
and Wii use alternative input devices such as the Kinect and PlayStation Move. The Move uses image analysis to extract the motion of the user against a background and uses these motions to control the character in the game. A specifically designed exercise game Kinetic, superimposes animated objects to be punched, kicked, or otherwise interacted with over a video image of the user. The Wii and Playstation3 both incorporate motion sensors such as accelerometers and gyroscopes into the hand-held controllers that are used to direct behaviors within the game.
Research projects such as Exertion Interfaces that investigate the design aspects of these games explore how the technological augmentation that comes with the digital gameplay component can be nurtured for additional benefits, such as utilizing the social power of exercising together even though players are connected only over a network or scaling the amount of players, enabling novel exercise experiences not available without the technological augmentation.
Exergame resellers have developed fitness centers and specialist room designs with programmes that focus entirely on creating environments for young people using exergaming for fitness. Exergaming can be found as part of larger fitness facilities or dedicated gyms.
History
The genre's roots can be found in games released in the late eighties, including Power PadPower Pad
The Power Pad is a floor mat game controller for the Nintendo Entertainment System. It is a gray mat with twelve pressure-sensors embedded between two layers of flexible plastic...
(or Family Trainer) for the Nintendo Entertainment System
Nintendo Entertainment System
The Nintendo Entertainment System is an 8-bit video game console that was released by Nintendo in North America during 1985, in Europe during 1986 and Australia in 1987...
(NES) and Foot Craz for the Atari 2600
Atari 2600
The Atari 2600 is a video game console released in October 1977 by Atari, Inc. It is credited with popularizing the use of microprocessor-based hardware and cartridges containing game code, instead of having non-microprocessor dedicated hardware with all games built in...
, although both had limited success. Konami
Konami
is a Japanese leading developer and publisher of numerous popular and strong-selling toys, trading cards, anime, tokusatsu, slot machines, arcade cabinets and video games...
's Dance Dance Revolution
Dance Dance Revolution
Dance Dance Revolution, abbreviated DDR, and previously known as Dancing Stage in Europe and Australasia, is a music video game series produced by Konami. Introduced in Japan in 1998 as part of the Bemani series, and released in North America and Europe in 1999, Dance Dance Revolution is the...
was cited as one of the first major successes of exergaming; when it was ported from the arcade to PlayStation
PlayStation
The is a 32-bit fifth-generation video game console first released by Sony Computer Entertainment in Japan on December 3, .The PlayStation was the first of the PlayStation series of consoles and handheld game devices. The PlayStation 2 was the console's successor in 2000...
, it sold over three million copies. In the 2000s, a number of devices and games have used the exergame style to much success: the EyeToy
EyeToy
The EyeToy is a color digital camera device, similar to a webcam, for the PlayStation 2. The technology uses computer vision and Gesture recognition to process images taken by the camera...
camera has sold over ten million units, while Nintendo's Wii Fit
Wii Fit
is a video game developed by Nintendo for the company's home video game console, Wii, designed by Hiroshi Matsunaga. It is an exercise game consisting of activities using the Wii Balance Board peripheral...
has sold in excess of 21 million copies. By June 2009, health games were generating revenues of $2 billion, largely due to Wii Fit's 18.22 million sales at the time. The term exergaming entered the Collins English Dictionary
Collins English Dictionary
The Collins English Dictionary is an important printed dictionary of English. It is published by HarperCollins.The first edition of the Collins English Dictionary with Patrick Hanks as editor and Lawrence Urdang as editorial director, was a milestone in British dictionary making as it was the...
in 2007.
The genre has been mooted as a way to improve users' health through exercise, but few studies have been undertaken to measure the health benefits. Smaller trials have yielded mixed results and have shown that the respective traditional methods of exercise are superior to their video game equivalents.
1980s
Exergaming contains elements that were developed in the virtual realityVirtual reality
Virtual reality , also known as virtuality, is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds...
community during the 1980s. The pioneer in this area was Autodesk
Autodesk
Autodesk, Inc. is an American multinational corporation that focuses on 3D design software for use in the architecture, engineering, construction, manufacturing, media and entertainment industries. The company was founded in 1982 by John Walker, a coauthor of the first versions of the company's...
, which developed two systems, the HighCycle and Virtual Racquetball. The HighCycle was an exercise bike that a user would pedal through a virtual landscape. If the user pedaled fast enough, the virtual bike would take off and fly over the landscape. Virtual Racquetball tracked the position and orientation of an actual racquet that was used to hit a virtual ball in a virtual environment. This environment was shared with another user equipped with another tracked racquet, allowing the two users to play each other over phone lines. In both systems, the users could wear the VPL eyephones, an early Head-mounted display
Head-mounted display
A head-mounted display or helmet mounted display, both abbreviated HMD, is a display device, worn on the head or as part of a helmet, that has a small display optic in front of one or each eye .- Overview :...
(HMD), that would provide more immersion for the user.
The first true attempt at what would later be called Exertainment was the Atari
Atari
Atari is a corporate and brand name owned by several entities since its inception in 1972. It is currently owned by Atari Interactive, a wholly owned subsidiary of the French publisher Atari, SA . The original Atari, Inc. was founded in 1972 by Nolan Bushnell and Ted Dabney. It was a pioneer in...
Puffer project (1982). This was an exercise bike that would hook up to an Atari 400/800 or 5200 system. Forward speed was controlled by pedaling while steering and additional gameplay was handled by a handlebar-mounted Gamepad. The machine was nearly ready for production with several games (Tumbleweeds and Jungle River Cruise) when Atari declared bankruptcy and the Puffer project was abandoned. Nintendo
Nintendo
is a multinational corporation located in Kyoto, Japan. Founded on September 23, 1889 by Fusajiro Yamauchi, it produced handmade hanafuda cards. By 1963, the company had tried several small niche businesses, such as a cab company and a love hotel....
also dabbled in this space with the Power Pad
Power Pad
The Power Pad is a floor mat game controller for the Nintendo Entertainment System. It is a gray mat with twelve pressure-sensors embedded between two layers of flexible plastic...
in the late 1980s.
The first exergaming system released to the market was the 1986 Computrainer. Designed as a training aid and motivational tool, the Computrainer allowed users to ride through a virtual landscape generated on a Nintendo NES, while monitoring data such as power output and pedaling cadence. The product had a price that was far too high to be considered as an entertainment product, but was affordable by dedicated athletes. The product continues to this day, where it now runs using Microsoft Windows
Microsoft Windows
Microsoft Windows is a series of operating systems produced by Microsoft.Microsoft introduced an operating environment named Windows on November 20, 1985 as an add-on to MS-DOS in response to the growing interest in graphical user interfaces . Microsoft Windows came to dominate the world's personal...
compatible software with extensive graphic and physiological capabilities.
Also released for the NES
Nes
-Localities:In Norway:* Nes, Akershus, a municipality in the county of Akershus in Norway* Nes, Buskerud, a municipality in the county of Buskerud in Norway* Nes, Hedmark, a former municipality in the county of Hedmark in Norway...
in 1986 was the Family Trainer, which focused on entertainment rather than exercise.
About the same time as the Computrainer, Concept II introduced a computer attachment for their rowing machine. This has become their eRow product and is used for both individual motivation as well as competition in "indoor rowing leagues"
1990s
During the 1990s, there was a surge of interest in the application of "virtual reality" technologies to high-end gym equipment. Life Fitness and Nintendo partnered to produce the Exertainment System; PrecorPrecor USA
Precor USA is a manufacturer of fitness equipment for home and commercial uses. Paul J. Byrne is the president of Precor USA. The corporate headquarters of Precor USA is located in Woodinville, Washington, and is a brand name of the Amer Sports corporation....
had an LCD-based bike product, and Universal had several CRT-based systems. The Netpulse system provided users with the ability to browse the web while exercising. Fitlinxx introduced a system that used sensors attached to weight machines in order to provide automated feedback to users.
The most sophisticated of these entries was the Tectrix VR Bike. Developed originally by CyberGear Inc., The VR Bike allowed users to pedal through a number of virtual environments as well as engage in single and multiplayer games. It was joined later by the VR Climber.The VR Bike software is now distributed alongside Trixter bikes.
Three issues combined to ensure the failure of these systems in the marketplace. First, they were significantly more expensive than the equivalent models that did not have all the additional electronics. Second, they were harder to maintain, and were often left broken. Lastly the additional expertise required to operate the software was often intimidating to the users, who shied away from the machines out of fear that they would look foolish while trying to master the machine.
Until 1998, nothing significant happened in the field of videogame exercise. Hardware was still too expensive for the average home consumer, and the health clubs were gun-shy about adopting any new technology. As high-performance game console capabilities improved and prices fell, manufacturers once more started to explore the fitness market.
In 1998, Konami
Konami
is a Japanese leading developer and publisher of numerous popular and strong-selling toys, trading cards, anime, tokusatsu, slot machines, arcade cabinets and video games...
's Dance Dance Revolution
Dance Dance Revolution
Dance Dance Revolution, abbreviated DDR, and previously known as Dancing Stage in Europe and Australasia, is a music video game series produced by Konami. Introduced in Japan in 1998 as part of the Bemani series, and released in North America and Europe in 1999, Dance Dance Revolution is the...
was released. It was highly effective—exercise-wise—and very cost effective and so brought exergaming into the mainstream.
2000s
In 2000, UK startup ExertrisExertris
Exertris was an exergaming company founded in 2000 by Gareth Davies. Their flagship product was the Exertris Interactive Exercise Bike, an exercise bike that uses several built in video games to motivate users.-The bike:...
introduced an interactive gaming bike to the commercial fitness market.
Exergaming came to the mass media attention at the Consumer Electronics Show
Consumer Electronics Show
The International Consumer Electronics Show is a major technology-related trade show held each January in the Las Vegas Convention Center, Las Vegas, Nevada, United States. Not open to the public, the Consumer Electronics Association-sponsored show typically hosts previews of products and new...
when Bill Gates showcased the Exertris
Exertris
Exertris was an exergaming company founded in 2000 by Gareth Davies. Their flagship product was the Exertris Interactive Exercise Bike, an exercise bike that uses several built in video games to motivate users.-The bike:...
Interactive Gaming Bike in 2003, and the following year the same show hosted a pavilion dedicated to video game technology that also worked as sports and exercise equipment
Exercise equipment
An apparatus or device used in any given physical activity for shaping and forming muscle groups for specific areas of the body. A mechanism or machine that is intended to promote health and fitness by using motion with varying degrees of resistance either fixed or adjustable.-Exercise...
.
The 2005 release of the EyeToy: Kinetic
EyeToy: Kinetic
EyeToy: Kinetic is an exercise program, or exergaming title developed in collaboration with Nike Motionworks. It has been designed to help the player improve their fitness and health using a variety of exercise games. A few of these are demonstrated on GameSpot.The game includes a wide angle "Full...
, brought the first—multi-function—exergame hardware into the home market. Making the players physical movements into the game's controller. 2006 Saw the launch of Gamercize
Gamercize
Gamercize is an example of an exergaming accessory, connecting exercise machines such as stationary cycles and steppers to video games consoles....
, combining traditional fitness equipment with games consoles. The minimalist approach allows game play to continue only when exercising, turning all game titles into potential exergames.
Nintendo
Nintendo
is a multinational corporation located in Kyoto, Japan. Founded on September 23, 1889 by Fusajiro Yamauchi, it produced handmade hanafuda cards. By 1963, the company had tried several small niche businesses, such as a cab company and a love hotel....
's Wii
Wii
The Wii is a home video game console released by Nintendo on November 19, 2006. As a seventh-generation console, the Wii primarily competes with Microsoft's Xbox 360 and Sony's PlayStation 3. Nintendo states that its console targets a broader demographic than that of the two others...
in 2006 brought acceleration detection with the Wii Remote
Wii Remote
The , also known as the Wiimote, is the primary controller for Nintendo's Wii console. A main feature of the Wii Remote is its motion sensing capability, which allows the user to interact with and manipulate items on screen via gesture recognition and pointing through the use of accelerometer and...
. In late 2007, Nintendo released the exergame Wii Fit
Wii Fit
is a video game developed by Nintendo for the company's home video game console, Wii, designed by Hiroshi Matsunaga. It is an exercise game consisting of activities using the Wii Balance Board peripheral...
, which utilized a new peripheral, the Wii Balance Board
Wii Balance Board
The Wii Balance Board is a balance board accessory for the Nintendo Wii video game console. Along with Wii Fit, it was introduced on July 11, 2007 at the Electronic Entertainment Expo...
. Various approaches to exergames have been documented and compared by VideoJug
VideoJug
Videojug is an instructional video website, It launched as a beta online in 2006. The website provides both professionally made videos produced internally, as well as some editorially selected quality videos produced by amateurs....
in an information film.
The PCGamerBike
PCGamerBike
The PCGamerBike is an exercise bike that can interact with computer games. It uses magnets to produce resistance which makes the bike relatively quiet in operation, and comes with software that will automatically log calories burned, distance and speed to a daily graph.-Types:There are two...
appeared at CES in 2007 where it received an Honoree Award. It differs from other exergaming devices in that its pedal motion can be mapped to any key on the keyboard. It also has a optical encoder which detects forward and reverse pedal motion. The Fisher-Price Smart Cycle was another entry in the field.
Other examples of exergaming products include: Cyber coach
Cyber coach
Cyber Coach is a Virtual Dance Instructor and Dance Mat system created by Quick Controls Ltd of Bolton, UK..The system comprises a touch screen controller, a projector, sound system and some dance pads....
, NeoRacer
NeoRacer
The NeoRacer is a portable magnetic fitness bike that interacts with video games on several platforms. This includes the Xbox, GameCube, PlayStation, PlayStation 2 and the PC.-Description:...
, Gymkids exercise equipment with interactive technology, some Wii
Wii
The Wii is a home video game console released by Nintendo on November 19, 2006. As a seventh-generation console, the Wii primarily competes with Microsoft's Xbox 360 and Sony's PlayStation 3. Nintendo states that its console targets a broader demographic than that of the two others...
titles such as EA Sports Active, Cybex TRAZER, Powergrid Fitness Kilowatt
ExerStation
The ExerStation is an isometric exertainment device that controls video games on several platforms. This includes the Xbox, GameCube, PlayStation, PlayStation 2 and the PC.-Description:...
, Lightspace Play Floor, PlayMotion
PlayMotion
PlayMotion! is a company that produces a next generation videogame technology of the same name. Their product applies practical Computer Vision algorithms to the problem of gesture recognition in a wide array of environments, including Education and exergaming....
, Yourself!Fitness
Yourself!Fitness
Yourself!Fitness is an exercise program, or exergaming title developed by Portland, Oregon based Respondesign. It was published first for the Xbox, and later for the PlayStation 2 and PC by Respondesign; and in 2008 a port for Wii as My Fitness Coach was released by Ubisoft and alongside a...
, Expresso Fitness S2, i.play
I.play
i.play, also known as the Intelligent Play System is an interactive playground designed in collaboration between Progressive Sports Technologies Ltd and Playdale Playgrounds....
, Cyber ExerCycle, VEQTOR Sport Trainer and Sportwall.
Effectiveness
The effectiveness of maintaining interest in exercise using traditional fitness machines has been examined with GamercizeGamercize
Gamercize is an example of an exergaming accessory, connecting exercise machines such as stationary cycles and steppers to video games consoles....
and found to be six times more sustainable than exercise alone.
While the Wii has been seen as being more physically demanding than sedentary game consoles, a study published in the British Medical Journal
British Medical Journal
BMJ is a partially open-access peer-reviewed medical journal. Originally called the British Medical Journal, the title was officially shortened to BMJ in 1988. The journal is published by the BMJ Group, a wholly owned subsidiary of the British Medical Association...
found that while playing the Wii uses significantly more energy than playing sedentary computer games, the energy used when playing active Wii games is not of high enough intensity to contribute towards the recommended daily amount of exercise in children.
Benefits of exercise on mental ability and productivity are in the early stages of research, but indications from using Gamercize
Gamercize
Gamercize is an example of an exergaming accessory, connecting exercise machines such as stationary cycles and steppers to video games consoles....
with a computer have been reported as providing a 17% productivity improvement. Combining cardiovascular exercise and balance practice has been shown to increase academic success among students in grades K-12. According to the 2009 Active Healthy Kids Canada Report Card on PhysicalActivity for Children and Youth, children who are physically active perform better in school than those who are not. Interestingly, academic performance improves even when academic learning time is reduced to allow time for physical activity. ,
Electronic Arts
Electronic Arts
Electronic Arts, Inc. is a major American developer, marketer, publisher and distributor of video games. Founded and incorporated on May 28, 1982 by Trip Hawkins, the company was a pioneer of the early home computer games industry and was notable for promoting the designers and programmers...
commissioned a 2010 study by the University of Wisconsin which found that EA Sports Active passed fitness guidelines for an "effective workout" put forth by the American College of Sports Medicine
American College of Sports Medicine
The American College of Sports Medicine is the largest sports medicine and exercise science organization in the world. More than 40,000 international, national and regional members and certified professionals are dedicated to advancing and integrating scientific research to provide educational and...
.
Design trends
When making an exergaming system, the manufacturer of a consumer product must make the decision as to whether the system will be usable with off-the-shelf games or if custom software must be written for it. Because it takes longer for a user to move their entire body in response to stimulation from the game, it is often the case that dedicated software must be written for the game to playable. An example of this is KonamiKonami
is a Japanese leading developer and publisher of numerous popular and strong-selling toys, trading cards, anime, tokusatsu, slot machines, arcade cabinets and video games...
's Dance Dance Revolution
Dance Dance Revolution
Dance Dance Revolution, abbreviated DDR, and previously known as Dancing Stage in Europe and Australasia, is a music video game series produced by Konami. Introduced in Japan in 1998 as part of the Bemani series, and released in North America and Europe in 1999, Dance Dance Revolution is the...
. Though designed to be played by users moving about on a specially designed dancepad, that game can alternatively be played by pushing buttons with one's fingers using a standard hand-held gamepad. When played with the dancepad at higher levels the game can be quite challenging (and physically exhausting), but if the game is played using the buttons on the hand controller, none of the sequences are physically limited.
Newer systems such as Xbox 360
Xbox 360
The Xbox 360 is the second video game console produced by Microsoft and the successor to the Xbox. The Xbox 360 competes with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles...
, PlayStation 3
PlayStation 3
The is the third home video game console produced by Sony Computer Entertainment and the successor to the PlayStation 2 as part of the PlayStation series. The PlayStation 3 competes with Microsoft's Xbox 360 and Nintendo's Wii as part of the seventh generation of video game consoles...
and Wii use alternative input devices such as the Kinect and PlayStation Move. The Move uses image analysis to extract the motion of the user against a background and uses these motions to control the character in the game. A specifically designed exercise game Kinetic, superimposes animated objects to be punched, kicked, or otherwise interacted with over a video image of the user. The Wii and Playstation3 both incorporate motion sensors such as accelerometers and gyroscopes into the hand-held controllers that are used to direct behaviors within the game.
Research projects such as Exertion Interfaces that investigate the design aspects of these games explore how the technological augmentation that comes with the digital gameplay component can be nurtured for additional benefits, such as utilizing the social power of exercising together even though players are connected only over a network or scaling the amount of players, enabling novel exercise experiences not available without the technological augmentation.
Exergame resellers have developed fitness centers and specialist room designs with programmes that focus entirely on creating environments for young people using exergaming for fitness. Exergaming can be found as part of larger fitness facilities or dedicated gyms.
Additional reading
- Eyetoy Kinetic - Thin AG, Howey D, Murdoch L & Crozier A (July 2007). Evaluation of physical exertion required to play the body movement controlled Eyetoy Kinetic video game. Life Sciences 2007, SECC, Glasgow, Scotland.
- Wii Sports - Professor Tim Cable (February 2007). School of Sport and Exercise Sciences, John Moores University, Liverpool, England.