Saturday, 19 December 2009

ExerGame Experts wish you "Healthy Holidays" with Video Games



The holiday season is always a health rollercoaster. We eat too much, watch too much TV and exercise too little and then make New Years resolutions that we can’t keep. This year, make a change with Exergaming. The Exergame Network (TEN) reveals five ways of getting fit with video games, perfect for school kids to silver gamers with the focus on fun.
The good news for these holidays is you can over-indulge in fitness and fun by Exergaming. Exergaming is the combination of video games and exercise, ideal for a fun, social way to keep fit during the festive period. The Exergame Network brings you five Exergaming methods to suit everyone regardless of their age, ability or fitness level.

Most health and fitness resolutions revolve around dieting and joining a gym, but this doesn’t work for everyone. So what about the rest of us, those that dislike gyms, dieting, boot camps or just find conventional fitness boring?

Exergaming succeeds because it makes exercise fun and involving. The exercise seems less difficult and second to the enjoyment of playing. Choosing the right style of Exergaming is vital in making it fun for you! The following CREWS list is a ‘something for everyone’ selection from 5 Exergaming catagories (for an interactive tour visit CREWS):

1. *C*amera Exergaming: Your whole body becomes the controller as your movements are motion captured into the game (Eyetoy Kinetic/Groove/Antigrav, Your Shape, Project Natal, Trazer 2)



2. *R*hythm Exergaming: Become the musician or dancer and be guided by the music while the exergame records your dance steps or your musical timing. (Rock Band, Guitar Hero, We Cheer, DDR & iDANCE)


3. *E*xergaming Machines: Using real fitness equipment, the fun of the games takes your mind of the exercise. (Gamercize, Gamebike, Fitclub, GameCycle, BrainBike & Espresso Bikes)

4. *W*orkout Exergaming: Follow your virtual personal trainer as they guide you through your workout giving feedback on your form and storing your progress. (Yourself Fitness!, EA Sports Active, The Biggest Loser, Your Shape & Wii Fit/Plus)

5. *S*ensory Exergaming: These commercial exergames get you jumping and running for your score. (Lightspace Play, Makoto, SmartUs & TWall)

TEN reminds you to think of ‘CREWS’ as an amazing way to engage, motivate and sustain exercise over your lifetime! To discover more about Exergaming, get practical advice and more information from TEN or connect with us on twitter, LinkedIn or Facebook. Now enjoy what some of the leaders on Exergaming have to say and how Exergaming can truly benefit everyone!



“In Physical Education, we strive to provide a safe and positive learning environment that supports the needs and abilities of our students. Exergaming, in its many forms, is available in schools (before and after-school), at home, and in the community and thus has the potential to impact students physically, cognitively, and socially”. Stephen Yang, Ph.D-ABD, M.S., B.S., Co-Director ExerGame Lab, Assistant Professor, State University of New York College at Cortland.

“Exergaming Machines are a time saving way to keep me fit. Last week I clocked up over 9 hours of genuine cardio, just by playing the latest Xbox release! It is important that everyone finds the Exergaming method that works for them, if you enjoy the activity there’s more chance of keeping at it and reaching the fitness benefits. Nothing kept in the back of the cupboard will improve health.” Richard Coshott, Gamercize Founder and CEO.

“People who normally don’t like to be physically active are willing to try Exergaming because it’s FUN. Parents tell me that this is the first time they’ve seen their kids sweat this much, and they don’t want to stop playing the exergames! Exergaming is the best intervention for the (couch potato), and introduces physical activity that’s fun for the first time in their lives.” Ernie Medina, Jr., DrPH, CHFS, preventive care specialist, Beaver Medical Group; CEO & (Exergaming Evangelist), MedPlay Technologies.

“Exergaming offers an alternative method of increasing heart-rate and building muscle bulk for those with disabilities. Real-world boxing, for example, offers an excellent aerobic workout for many able-bodied individuals, however is impossible for many with disabilities. Video-game based boxing, however, allows for simulated boxing with an avatar that is safe and achievable, while simultaneously being aerobically challenging.” Sheryl Flynn, PT, PhD, Co-Founder Games4Rehab.com.

About The Exergame Network (TEN)
TEN is a not-for-profit advocacy group (not affiliated with Games for Health) which promotes an active and healthy lifestyle by combining video game technologies and exercise, known as Exergaming. Exergaming is proving to be an excellent way to increase motivation, energy expenditure and overall fitness. TENis a collaboration of dedicated health and fitness practitioners, exergame developers, researchers and clinicians, health and fitness entrepreneurs and passionate individuals devoted to highlighting the best solutions offered by exergaming.

Friday, 11 September 2009

news: Exergaming is coming to PETE

The NASPE Physical Education Teacher Education Conference occurs every three years and is the premier professional development and networking event for university PETE faculty.

The focus is always on current and future issues, initiatives, and research that impact physical education teacher education programs. Attendees will learn from the many workshops, roundtables, poster sessions, paper sessions, general sessions, and featured speakers. .

For this conference the future issues will be the first to include a dedicated active gaming presentation in the pre-workshops of October 7th. Within the "Using Technology in Physical Education Teacher Education" workshop Dr Lisa Hansen will present "Active Gaming and Interactive Fitness: implementation strategies ".

This workshop was given at the national AAHPERD Conference in Tampa earlier this year and along with the provided handbook is an excellent resource for physical education teachers, including examples of lesson plans.

Read more on the workshop here and here

More about the organisations involved : AAHPERD, NAPSE, PETE

Tuesday, 19 May 2009

news: exergaming steals the show at AAHPERD

The national physical education show in Florida last month was full of exergaming, not only on the exhibition floor but also in the seminars, poster sessions and workshops.

Even before the conference began there was a special NASPE session "Using Technology in Physical Education Teacher Education" in one of the conference hotels. The use of technology to as a tool to make PE teachers life easier included Web 2.0, electronic student response systems and online assessments. Multiple sessions were presented by Derrick Mears (Western Washington University), Lisa Hansen (University of South Florida), Joanne Leight (Slippery Rock University) and Patrick Fine (Chesterfield Elementary School).


The highlight of the pre-conference was an excellent, in-depth presentation by Lisa Hansen on exergaming (Active Gaming) and Interactive Fitness. This started with issues around obesity, the decrease of general levels of physical activity and the role Recreational Screen Time (RST) has to play in this decline. The obvious choice of using technology for fitness instead of against fitness was presented, backed by research.

The most important aspect of the presentation for me was the thinking around implementation, to ensure exergaming is as effective in the real world as it can be proved in the lab. Gamercize was used as a demonstration piece for a lesson plan to illustrate "hands-on" the key of the presentation. Using Gamercize and running through the lesson plan showed a subject's resting heart rate of around 60 peak at 130 with an average of 120 throughout the 30 minute piece.


The first of the two formal sessions that delivered the exergaming message at the conference was "#351 - A Critical Look at Fitness Technology for Kids" by Dan Drury of Gettysburg College, parent of two and exergame evaluator. This session concentrated on the factors that make exergaming work, Intensity, Duration, Mode, Frequency and Progression.

Both the exercise physiologist view and kids perspective had equal billing to give a presentation that woke the delegates up to the fact not all exergames are created equal. Giving PE a structured approach to evaluation is an excellent idea and the entire piece was well received.



The second session that shook the halls of the Tampa Convention Center was "#551 - Exergames: Bridging the Gap between Video Games, Activity and Fun" by Stephen Yang of SUNY Cortland, parent of two and long standing exergame guru. This session focused on doing rather than talking and included short introductions by notables such as John Foley (SUNY Cortland), Lisa Hansen (USF), Richard Coshott (Gamercize UK), Andrea Oh (iTech Fitness) and Aaron Hart (Station PE).

The workshop started with brief introductions and key messages from Stephen's team before breaking out into Q and A sessions with the presenters. All the time the students from SUNY Cortland were getting their game on with DDR, Gamercize and Gamebike - while wearing heart rate monitors which were displayed on the big screen!


The common theme for the sessions was - oversubscription! Dan's presentation had delegates sitting and standing in the corridor outside while Stephen's workshop had attendance well beyond the capabilities of the PA system and even had exergaming spilling out into the concourse!

Wait and see what impact exergaming has on AAHPERD and the regionals in 2010, it is sure to be much bigger based on the demand from Tampa

Sunday, 5 April 2009

news: exergaming wiki launched

Exergaming has a new collaboration wiki project. http://exergaming.pbwiki.com/

This is a growing resource focused on the academic and emerging theories around exergaming. It is growing rapidly and can be used for information and to share your experiences of exergaming in schools, colleges and research.

Read more at http://exergaming.pbwiki.com/

Tuesday, 6 January 2009

Advice: teachers guide to exergaming in school

Exergaming has a place in school, but this place can be different, from school to school. The investment in exergaming equipment gives best return by maintaining high usage rates. In this post we share the uses of exergaming that have been shared with us from schools we know.

Exergaming can span many disciplines and activities within the school environment, all of which could be very different from the initial purchase intention. The obvious choice for exergaming is within core curriculum PE classes. We have covered the various options and techniques in this previous post here.

Looking beyond this core activity we have five other options for the exergaming equipped school to explore.

Option 1 – School Clubs
Out of schools clubs are especially popular for exergaming, with schools using breakfast, lunchtime or after school time slots. These clubs allow a more unstructured use of the equipment than PE class, emphasising the fun element of exergaming. Without set goals, the children can bring in their own games to play and develop the social skills of exergaming. Breakfast clubs encourage school attendance while lunchtime club attendance can be used as reward for academic or behavioural excellence. All time slots are useful to add extra physical activity into the children’s lives.

Option 2 - Day Care
When school is closed for holidays, equipment can be used in supervised child care sessions to provide another activity for the youngsters. To keep children entertained for long periods of time the use of exergaming is invaluable. Parents can testify to the length of time children are engaged by this media. Adding exercise also adds physical limitations on time playing, to ensure rotation of children on the equipment. The exercise burns off excess energy, especially on days when the weather precludes outdoor play.

Option 3 – Cross Academia
Most computer based exergames can be used in IT lessons (computer classes) to add physical activity to IT learning. The addition of exercise has a positive effect on learning, stimulating the mind of the user through physical activity. Both computer and console based exergames can be used in math, history, geography and many other academic disciplines by the appropriate choice of game played. A simple example would be card games used in math lessons, powered or controlled as exergames.

Option 4 – Special Events
From time to time unique opportunities arise for your exergaming equipment. School open days are an excellent chance to showcase the equipment and generate interest. Children trying the equipment will look forward to joining the school while the physical wellbeing of students is clearly demonstrated to the parents. Competition days can also be used to widen the use of your exergaming equipment. These events can be used with inter-school events and alongside traditional sports days.

Option 5 – Employee Wellness
The children should be considered first, but also the health and wellness of the staff is a school priority. During teacher training days or after school, when the children have left, teacher’s use of the exergaming equipment improves employee health and can be used for team building.

The options for exergaming are limited only by the imagination; please feel free to add your own experiences and share new applications in the comments below.

Friday, 2 January 2009

News: foundation started to promote exergaming and deskercise

We have been lucky enough to secure sponsors for our blog from the Active Gaming and Working Foundation. This will enable us keep giving free and impartial advice for physical education professionals in the use of exergaming for health and fitness.

The Active Gaming and Working Foundation seeks to reduce sedentary screen time including, but not limited to, video game play, computer game play, television watching and use of desktop and laptop computing for online internet and general offline office working. The AGWF objective is to add physical activity to existing inactive screen time to promote health, fitness and weight control to individuals, places of education and work. The AGWF seeks to fund, implement and facilitate the addition of fitness technology to existing screen based pursuits.

Read more about exergaming and deskercise from the AGWF here.
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