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.
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)
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