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Diffusion of Innovations
Multimedia Presentation
      Xergaming
 with focus on the Xertrainer
          Sue Beer
            2011
       EDUC 7101-2
      Walden University
What does Xergame and XerTrainer offer?
Video Clip link
http://www.youtube.com/watch?v=A83QMYqTPYg&feature=youtube_gdata_player
Exergaming



   Exergaming is physical activity through
  active game experiences and to provide fun,
sustainable solutions to fight childhood obesity.

        http://www.comm.ucsb.edu/lieberman_flash.htm
Is There a Need to Change?
                  YES
• Inactive lifestyles have impacted the
  amount that children exercise and their
  desire to exercise but not all children are
  interested in organized sports. Schools are
  trying to make their P.E.classes more
  inclusive to children of different sizes,
  abilities and interests.
               Link to ExerGaming for PE:
             http://youtu.be/P5mY3NL7Cns
NEED
• Exergaming is especially important for at-risk
  populations, specifically children who carry excess
  body weight and it appears to be a potentially
  innovative strategy that can be used to reduce down
  time, increase loyalty to exercise programs, and
  promote enjoyment of physical activity.
• Exergaming provides a new and exciting way to
  draw students into a healthy lifestyle by letting
  them experience the fun and confidence associated
  with being physically fit.
RESEARCH
• Exergaming is popular in the US and research
  is finding that it can improve players’ stress
  levels, weight management, fitness, and health.
  Shasek, 2005

• California’s Orange County Down Syndrome
  Foundation have found that children with Down
  Syndrome can play exergames and enjoy them
  despite varying physical and coordination abilities.
  http://blog.motionfitness.com/?p=1125
DEVELOPMENT
• 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



• The first exergaming system released to the market
  was the 1986 Computrainer and designed as a
  training aid and motivational tool
HISTORY OF EXERGAMES
•1982 – Amiga releases the Joyboard, a stand-on peripheral for a skiing game (total flop)
•1982 – Atari conceptualizes the Puffer project, an exercise-controlled bike for the 400/800 or 5200 systems (abandoned and
never released)
•1986 – RacerMate releases CompuTrainer for the NES, a training aid and motivational tool where users pedal along roads (very
expensive)
•1988 – Namco releases Family Trainer Power Pad for the NES, a floor mat game controller complete with giant buttons
•1989 – Mattel and Nintendo release Power Glove for the NES, a robotic glove peripheral controller (users found to be relativel
inoperable)
•1989 – Namco releases Dance Aerobics, an aerobics video game for the Power Pad and NES
•1992 – CyberGear Inc releases Tectrix VR Bike and Climber, a software driven interactive bike and stair stepper (difficult to
maintain and master)
•1995 – Nintendo and Life Fitness release Extertainment System, an exercise bike with corresponding on-screen games ($3,500
price tag)
•1996 – Namco releases Prop Cycle, an exercise bike game
•1998 – Konami releases Dance Dance Revolution (and the era of exergaming truly begins)
•2001 – UK company Exertris unties with Microsoft to release Exertris Interactive Exercise Bike, an interactive gaming workout
cycle for Windows CE and XP
•2003 – Cat Eye Fitness releases GameBike, a racing bike for PlayStation 1 and 2
•2004 – Respondesign releases Yourself! Fitness, a virtual trainer for PlayStation 2 and XBox
•2005 – Bodypad is released, a suite of controllers for knees, waist, elbows and hands for PlayStation
•2007 – Gamercise releases power stepper and pedal peripherals, a power supply system that requires footwork from the playe
to power consoles
•2007 – Fischer-Price releases Smart Cycle, a miniaturized stationary cycle arcade system for children ages 3 to 6
•2008 – Nintendo releases Wii Fit, a personalized training board for the Wii
•2009 – Electronic Arts releases EA Sports Active, an advanced workout peripheral for the Wii
•2010 – Sony releases Move, a motion controller for the PS3 (coming to U.S. in September)
•2010 – Microsoft releases Kinect, a motion gaming system for the Xbox 360 (coming to U.S. in November)

http://www.healthgamers.com/2010/exergaming/the-history-of-exergames/
COMMERCIALIZATION

• 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
EXERGAMES

    100
    90
%
    80
O   70
F
    60
I
N   50
N
    40
O
V   30
A
T   20
I
O   10    EXERGAMING- Atari’s Puffer project in 1982 was the first known attempt at producing
n         an exergaming activity. Throughout the years , especially in 1998, exergaming started to
          become the new exercise craze and it continues to grow today.
     0

           1980              1990                  2000                  2010                   2020
                                                             Time
RESEARCH
                    Xertrainer
                      Case studies:
http://children.webmd.com/news/20110307/active-video-
games-help-kids-burn-calories

http://xergames.com/downloads/casestudies/Special%20Ed
ucation%20Schools%20Invest%20in%20Sportwalls.pdf

http://xergames.com/downloads/casestudies/Curriculum%
20for%20Children%20with%20Motor%20Delays%20Autism
%20ADHD%20ADD%20LD%20and%20Obesity.pdf
DEVELOPMENT
The original goal behind the creation of
 Sportwall (Xertrainer) was to create fun
 short, fast moving, full-body games that
 engaged the full intensity and focus of the
 athlete, with results measured via electronically
 generated scores. Today, this approach has
 proven successful and continues to incentivize
 repeated play until mastery takes place.
A BIT PRICEY? YES UNFORTUNATELY
Xertrainer
    100
                 XERTRAINER-The XERTRAINER is off to a slow start but is
    90
                 gaining interest as more schools, recreation and fitness
%
    80           centers are incorporating it into their daily activities.
O   70
F
    60
I
N   50
N
O   40
V
A   30
T
I   20
O   10
n
    0


          1980           1990                2000          2010          2020
                                   Time
BENEFITS of XERTRAINER
• Attracting participation and engaging sustained focus
    with short-attention grabbing computer games, played
    sequentially in the pursuit of mastery of skills and score
•    Providing full body exercise by stimulating the hands,
    feet, eyes, ears and vestibular system in playing real
    games with real tactile equipment (not simulated)
•    Requiring high levels of attention and focus for success
    (staying consciously in-the-now)
•    Engaging in cognitive decision making under pressure
•    Delivering a cardiovascular workout in a game format
ACTIVE GAMING IN PHYSICAL
                 EDUCATION CLASSES
• ―Active gaming is gaining in popularity not only with schools but various
  health facilities globally. When implemented properly in physical education
  classes, active gaming is being used as a tool to accomplish various objectives
  supported by national and/or state standards, not merely as free play or
  recess-related activity. Developmentally appropriate practices such as
  maximizing participation and developing learning experiences for the
  individual child should still be considered when using active gaming in any
  physical education program. Currently, the more popular method of
  implementing active gaming in physical education is to assist children in
  physically gaining moderate to vigorous physical activity minutes and
  cognitively learning about fitness-related components‖.
• http://www.bing.com/images/search?q=images+of+kids++ex
  ergaming&view=detail&id=4CCF7F2A3D14BDC1654B2345AB
  A6E84FD5E1CB2C&first=31&FORM=IDFRIR
EARLY ADOPTERS
• Children under age of 18 make up just 28% of all
  gamers, they are currently the greatest adopters of
  exergames.
• Fitness facilities
• Youth Centers
LAGGARDS
•   High risk schools (economically)
•   Clinics
•   Low economic families
•   Advanced in age
•   Set in traditions

                         Concern:
                       Financial Restraints-refer to slide 15
                           Space-refer to next slide
Specs.
ATTRIBUTES FOR ADOPTION OF THE
            XERTRAINER
• Trialability
        ―the degree to which an innovation may be
  experimented with on a limited basis‖

• Observability
        ―the degree to which results of an innovation are
  visible to others‖
                     Rogers, 2003, pg. 258
DECENTRALIZED APPROACH
• Rogers (2003)explains that it is ―wide sharing of power
  and control among the members of the diffusion system;
  client control by local systems; much diffusion is
  spontaneous and unplanned‖ (pg. 396).
CHANGE AGENTS
• ―An individual who influences clients’ innovation-decisions in a
  direction deemed desirable by a change agency‖
               7 Roles of change agent:
1. Develop a need for change
2. Establish an information exchange relationship
3. Diagnose problems
4. Create an intent to change in client
5. Translate intentions into actions
6. Stabilize adoption and prevent discontinuance
7. Achieve a terminal relationship with clients
                (Rogers, 2003, pg.400)
KEY CHANGE AGENTS
• Administration
• Physical Education & Adapted PE Teachers

• Fitness Facilitators
• Recreational Facilities
CRITICAL MASS

• Strategy: ―Individuals’ perception of the innovation can
  be shaped, by implying that adoption of it is inevitable,
  that it is very desirable, or that the critical mass has
  occurred or will occur soon‖ (Rogers, 2003, pg. 361).
     *Will occur soon is my situation in convincing the
administration that the xertrainer is an up-and-coming
      tool for Adapted Physical Education*
How the Sportwall XerTrainer works for my students
Interactive technology makes it fun and inclusive, something everyone can and
wants to do
Group Programs, including Boot Camps, make it social, team oriented
Personal Training Programs are more fun, engaging and uniquely
challenging
Quick physical results – speed, agility, cardio, functional fitness, core
strength, motor & sports skills
Quick mental results – focus, concentration, reaction time, visual and spacial
awareness
It's real, not virtual or simulated, play
Progressive level programming makes it continually challenging for all
abilities over years of play
Easy to use – quick start program & intuitive interface with voice
http://www.xergames.com/products/xertrainer.html
Influence in Schools
• ―We use them as a bit of a carrot,‖ he says, ―for academic as well as
  activity reasons. Kids tend to be creative and want to move and be active.‖
  Retrieved from:
  http://www.foxnews.com/story/0%2C2933%2C144761%2C00.html
• ―Exergaming‖—or using video games to trigger exercise—is the latest trend
  in physical education programs, as educators try to get a broader range of
  students to exercise more regularly and rigorouslY‖. Retrieved from:
  http://www.edweek.org/dd/articles/2008/04/30/04physed2_web.h01.html
• ―“I think that as instructional technology changes, and we keep up with
  technology in our core classes of math, language arts and science,” AMS 5-
  6 principal Matt Schwartz said “it’ s important that the exploratory classes
  like art, music and physical education move into technology too, because it
  promotes a higher level of participation and activity‖.” Retrieved from:
  http://www.exergamefitness.com/wordpress/?tag=exergaming-in-school
Influences in Schools
• "Physical education instruction, the way it used to be, doesn't
  work anymore,‖ said interim Superintendent Garnell Bailey. "We
  have to meet our children where they are. We have to use the
  technology available to us to keep our students energized and
  active."
• "We expect participation to be up near 100 percent, which is almost
  unheard of,"
                  Retrieved from:
  http://www.gamefwd.org/index.php?option=com_content&view=art
  icle&id=400:fwd-news-revisiting-the-benefits-of-
  exergaming&catid=54:health-a-fitness-games&Itemid=43
REFERENCES
• Exergame Network (2010). Teachers Demand Physical Education
Overhaul PRLog (Online), 1, 1.
• http://xergames.com/markets/education.html
• http://en.wikipedia.org/wiki/Exergaming
• http://www.comm.ucsb.edu/faculty/lieberman/exergam
  es.
• http://xergames.com/aboutus/casestudiesresearch.html
• www.absoluteastronomy.com/topics/Exergaming
• Shasek, J. (2005). Revive! The Workplace-Break. Unpublished
  report, RedOctane, Inc., Sunnyvale, CA.
• Rogers, E. M. (2003). Diffusion of innovations (5th ed.). New
  York, NY: Free Press
     **Other references listed throughout presentation**
Thank you for viewing the
innovation of the Xertrainer
 From inactive lifestyles to people in
               motion

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Beer s7101multipres

  • 1. Diffusion of Innovations Multimedia Presentation Xergaming with focus on the Xertrainer Sue Beer 2011 EDUC 7101-2 Walden University
  • 2. What does Xergame and XerTrainer offer?
  • 4. Exergaming Exergaming is physical activity through active game experiences and to provide fun, sustainable solutions to fight childhood obesity. http://www.comm.ucsb.edu/lieberman_flash.htm
  • 5. Is There a Need to Change? YES • Inactive lifestyles have impacted the amount that children exercise and their desire to exercise but not all children are interested in organized sports. Schools are trying to make their P.E.classes more inclusive to children of different sizes, abilities and interests. Link to ExerGaming for PE: http://youtu.be/P5mY3NL7Cns
  • 6. NEED • Exergaming is especially important for at-risk populations, specifically children who carry excess body weight and it appears to be a potentially innovative strategy that can be used to reduce down time, increase loyalty to exercise programs, and promote enjoyment of physical activity. • Exergaming provides a new and exciting way to draw students into a healthy lifestyle by letting them experience the fun and confidence associated with being physically fit.
  • 7. RESEARCH • Exergaming is popular in the US and research is finding that it can improve players’ stress levels, weight management, fitness, and health. Shasek, 2005 • California’s Orange County Down Syndrome Foundation have found that children with Down Syndrome can play exergames and enjoy them despite varying physical and coordination abilities. http://blog.motionfitness.com/?p=1125
  • 8. DEVELOPMENT • 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 • The first exergaming system released to the market was the 1986 Computrainer and designed as a training aid and motivational tool
  • 9. HISTORY OF EXERGAMES •1982 – Amiga releases the Joyboard, a stand-on peripheral for a skiing game (total flop) •1982 – Atari conceptualizes the Puffer project, an exercise-controlled bike for the 400/800 or 5200 systems (abandoned and never released) •1986 – RacerMate releases CompuTrainer for the NES, a training aid and motivational tool where users pedal along roads (very expensive) •1988 – Namco releases Family Trainer Power Pad for the NES, a floor mat game controller complete with giant buttons •1989 – Mattel and Nintendo release Power Glove for the NES, a robotic glove peripheral controller (users found to be relativel inoperable) •1989 – Namco releases Dance Aerobics, an aerobics video game for the Power Pad and NES •1992 – CyberGear Inc releases Tectrix VR Bike and Climber, a software driven interactive bike and stair stepper (difficult to maintain and master) •1995 – Nintendo and Life Fitness release Extertainment System, an exercise bike with corresponding on-screen games ($3,500 price tag) •1996 – Namco releases Prop Cycle, an exercise bike game •1998 – Konami releases Dance Dance Revolution (and the era of exergaming truly begins) •2001 – UK company Exertris unties with Microsoft to release Exertris Interactive Exercise Bike, an interactive gaming workout cycle for Windows CE and XP •2003 – Cat Eye Fitness releases GameBike, a racing bike for PlayStation 1 and 2 •2004 – Respondesign releases Yourself! Fitness, a virtual trainer for PlayStation 2 and XBox •2005 – Bodypad is released, a suite of controllers for knees, waist, elbows and hands for PlayStation •2007 – Gamercise releases power stepper and pedal peripherals, a power supply system that requires footwork from the playe to power consoles •2007 – Fischer-Price releases Smart Cycle, a miniaturized stationary cycle arcade system for children ages 3 to 6 •2008 – Nintendo releases Wii Fit, a personalized training board for the Wii •2009 – Electronic Arts releases EA Sports Active, an advanced workout peripheral for the Wii •2010 – Sony releases Move, a motion controller for the PS3 (coming to U.S. in September) •2010 – Microsoft releases Kinect, a motion gaming system for the Xbox 360 (coming to U.S. in November) http://www.healthgamers.com/2010/exergaming/the-history-of-exergames/
  • 10. COMMERCIALIZATION • 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
  • 11. EXERGAMES 100 90 % 80 O 70 F 60 I N 50 N 40 O V 30 A T 20 I O 10 EXERGAMING- Atari’s Puffer project in 1982 was the first known attempt at producing n an exergaming activity. Throughout the years , especially in 1998, exergaming started to become the new exercise craze and it continues to grow today. 0 1980 1990 2000 2010 2020 Time
  • 12.
  • 13. RESEARCH Xertrainer Case studies: http://children.webmd.com/news/20110307/active-video- games-help-kids-burn-calories http://xergames.com/downloads/casestudies/Special%20Ed ucation%20Schools%20Invest%20in%20Sportwalls.pdf http://xergames.com/downloads/casestudies/Curriculum% 20for%20Children%20with%20Motor%20Delays%20Autism %20ADHD%20ADD%20LD%20and%20Obesity.pdf
  • 14. DEVELOPMENT The original goal behind the creation of Sportwall (Xertrainer) was to create fun short, fast moving, full-body games that engaged the full intensity and focus of the athlete, with results measured via electronically generated scores. Today, this approach has proven successful and continues to incentivize repeated play until mastery takes place.
  • 15. A BIT PRICEY? YES UNFORTUNATELY
  • 16. Xertrainer 100 XERTRAINER-The XERTRAINER is off to a slow start but is 90 gaining interest as more schools, recreation and fitness % 80 centers are incorporating it into their daily activities. O 70 F 60 I N 50 N O 40 V A 30 T I 20 O 10 n 0 1980 1990 2000 2010 2020 Time
  • 17. BENEFITS of XERTRAINER • Attracting participation and engaging sustained focus with short-attention grabbing computer games, played sequentially in the pursuit of mastery of skills and score • Providing full body exercise by stimulating the hands, feet, eyes, ears and vestibular system in playing real games with real tactile equipment (not simulated) • Requiring high levels of attention and focus for success (staying consciously in-the-now) • Engaging in cognitive decision making under pressure • Delivering a cardiovascular workout in a game format
  • 18. ACTIVE GAMING IN PHYSICAL EDUCATION CLASSES • ―Active gaming is gaining in popularity not only with schools but various health facilities globally. When implemented properly in physical education classes, active gaming is being used as a tool to accomplish various objectives supported by national and/or state standards, not merely as free play or recess-related activity. Developmentally appropriate practices such as maximizing participation and developing learning experiences for the individual child should still be considered when using active gaming in any physical education program. Currently, the more popular method of implementing active gaming in physical education is to assist children in physically gaining moderate to vigorous physical activity minutes and cognitively learning about fitness-related components‖. • http://www.bing.com/images/search?q=images+of+kids++ex ergaming&view=detail&id=4CCF7F2A3D14BDC1654B2345AB A6E84FD5E1CB2C&first=31&FORM=IDFRIR
  • 19. EARLY ADOPTERS • Children under age of 18 make up just 28% of all gamers, they are currently the greatest adopters of exergames. • Fitness facilities • Youth Centers
  • 20. LAGGARDS • High risk schools (economically) • Clinics • Low economic families • Advanced in age • Set in traditions Concern: Financial Restraints-refer to slide 15 Space-refer to next slide
  • 22. ATTRIBUTES FOR ADOPTION OF THE XERTRAINER • Trialability ―the degree to which an innovation may be experimented with on a limited basis‖ • Observability ―the degree to which results of an innovation are visible to others‖ Rogers, 2003, pg. 258
  • 23. DECENTRALIZED APPROACH • Rogers (2003)explains that it is ―wide sharing of power and control among the members of the diffusion system; client control by local systems; much diffusion is spontaneous and unplanned‖ (pg. 396).
  • 24. CHANGE AGENTS • ―An individual who influences clients’ innovation-decisions in a direction deemed desirable by a change agency‖ 7 Roles of change agent: 1. Develop a need for change 2. Establish an information exchange relationship 3. Diagnose problems 4. Create an intent to change in client 5. Translate intentions into actions 6. Stabilize adoption and prevent discontinuance 7. Achieve a terminal relationship with clients (Rogers, 2003, pg.400)
  • 25. KEY CHANGE AGENTS • Administration • Physical Education & Adapted PE Teachers • Fitness Facilitators • Recreational Facilities
  • 26. CRITICAL MASS • Strategy: ―Individuals’ perception of the innovation can be shaped, by implying that adoption of it is inevitable, that it is very desirable, or that the critical mass has occurred or will occur soon‖ (Rogers, 2003, pg. 361). *Will occur soon is my situation in convincing the administration that the xertrainer is an up-and-coming tool for Adapted Physical Education*
  • 27. How the Sportwall XerTrainer works for my students Interactive technology makes it fun and inclusive, something everyone can and wants to do Group Programs, including Boot Camps, make it social, team oriented Personal Training Programs are more fun, engaging and uniquely challenging Quick physical results – speed, agility, cardio, functional fitness, core strength, motor & sports skills Quick mental results – focus, concentration, reaction time, visual and spacial awareness It's real, not virtual or simulated, play Progressive level programming makes it continually challenging for all abilities over years of play Easy to use – quick start program & intuitive interface with voice http://www.xergames.com/products/xertrainer.html
  • 28. Influence in Schools • ―We use them as a bit of a carrot,‖ he says, ―for academic as well as activity reasons. Kids tend to be creative and want to move and be active.‖ Retrieved from: http://www.foxnews.com/story/0%2C2933%2C144761%2C00.html • ―Exergaming‖—or using video games to trigger exercise—is the latest trend in physical education programs, as educators try to get a broader range of students to exercise more regularly and rigorouslY‖. Retrieved from: http://www.edweek.org/dd/articles/2008/04/30/04physed2_web.h01.html • ―“I think that as instructional technology changes, and we keep up with technology in our core classes of math, language arts and science,” AMS 5- 6 principal Matt Schwartz said “it’ s important that the exploratory classes like art, music and physical education move into technology too, because it promotes a higher level of participation and activity‖.” Retrieved from: http://www.exergamefitness.com/wordpress/?tag=exergaming-in-school
  • 29. Influences in Schools • "Physical education instruction, the way it used to be, doesn't work anymore,‖ said interim Superintendent Garnell Bailey. "We have to meet our children where they are. We have to use the technology available to us to keep our students energized and active." • "We expect participation to be up near 100 percent, which is almost unheard of," Retrieved from: http://www.gamefwd.org/index.php?option=com_content&view=art icle&id=400:fwd-news-revisiting-the-benefits-of- exergaming&catid=54:health-a-fitness-games&Itemid=43
  • 30. REFERENCES • Exergame Network (2010). Teachers Demand Physical Education Overhaul PRLog (Online), 1, 1. • http://xergames.com/markets/education.html • http://en.wikipedia.org/wiki/Exergaming • http://www.comm.ucsb.edu/faculty/lieberman/exergam es. • http://xergames.com/aboutus/casestudiesresearch.html • www.absoluteastronomy.com/topics/Exergaming • Shasek, J. (2005). Revive! The Workplace-Break. Unpublished report, RedOctane, Inc., Sunnyvale, CA. • Rogers, E. M. (2003). Diffusion of innovations (5th ed.). New York, NY: Free Press **Other references listed throughout presentation**
  • 31. Thank you for viewing the innovation of the Xertrainer From inactive lifestyles to people in motion