Monday, August 31, 2009

Dancing away weight

Dr. Ann Maloney and her co-investigator William Cook have put together a Family Exergaming Research Team at the Maine Medical Center Research Institute in Scarborough, to determine whether the popular video game "Dance Dance Revolution” can help children lose weight and improve the overall health of their families.

Maloney, a psychiatrist, got interested in using video games to fight pediatric obesity when she saw the devastating effect that weight gain had on pediatric patients who were taking certain medications and asking children to dance away the weight is fun, rather than having to use the treadmill, which many may think of as a punishment.

Dr. Maloney states that with video games, kids can start at their own pace and work up to something a little more strenuous. She also says that dance games are also a good way to get the family involved.

To read more about her study check out this article: Can video games help kids dance extra weight away?

A healthy dose of gaming

Physical therapists are starting to think that devices like the Nintendo Wii can help people fight disease and speed rehabilitation. Ben Herz, an occupational therapist at the Medical College of Georgia, in a study of 20 Parkinson’s patients has shown that playing bowling, tennis and baseball games improved the performance of patients on a range of tests such as the ability to stand up and walk a short distance.

Jacob Vogelstein from John Hopkins University and Jonathan Kuniholm of Duke University are developing a new kind of prosthetic limb due for completion in 2010, however until it is complete, to keep their patients muscles from atrophying, they are having them use a hacked controller from Guitar Hero, which is far more compelling than any gimmicky rehab game.

There is definitely more to come as well. Microsoft unveiled its new “Project-Natal,” due out sometime next year, which will turn the player’s body into the controller. Imagine the physical therapy benefits of that!  Physios recommend a healthy dose of gaming.


New Survey Reveals Health-Related Fitness as Primary Focus of Middle and High School Physical Education Programs

A CDC report has shown that obesity rose 37% between 1998 and 2006 and that approximately two-thirds of middle and high school physical education teachers say that health-related fitness is the primary focus of their programs. They also believe that technology plays an important role in today’s PE classrooms. According to the survey, 51% of teachers said technology increases student motivation. Students today are so tech-savvy that it is important to incorporate technology, such as heart rate monitors and exergames, into physical education a program as a great way to engage and motivate students. They survey also showed that 32% of respondents use exergames such as Dance Dance Revolution and Wii Fit in their programs. “As physical educators, it’s our responsibility to provide students with the skills and knowledge they need to lead healthy, physically active lives,” ASPE Executive Director Charlene Burgeson explained,  “to achieve this, we need resources and support to create a motivating environment and offer a variety of sports and activities that meet the needs and interests of all students.”

New Survey Reveals Health-Related Fitness as Primary Focus of Middle and High School Physical Education Programs

Friday, August 28, 2009

Improve your cardiovascular and cerebral health at the same time

Can students pedal their way to straight A’s? Maybe they can, using the Brain Bike, the world’s first brain and bodywork out. The brain bike was developed by The Brain Center of America and combines a cardio workout with brain-stimulating exercises such as math problems, matching patterns and memory games, all on a computer screen attached to a stationary bike. The brain bike can help with 16 cognitive functions such as focus, memory, word skills, processing speed and arithmetic, and can be adjusted to help riders of almost any age. Among other possibilities, developers say the brain exercises can help business people stay on top of their game and riders of any age combat the onset of Alzheimer's disease.


Monday, August 24, 2009

New Generation of Interactive and Physical Gaming

By next year, all three of the game console manufacturers, Sony, Microsoft and Nintendo, will have motion-sensor controllers on the market, therefore the potential for the entire industry is huge. At E3, the gaming industry’s annual confab, Sony unveiled a motion controller slated for release in spring 2010 as a peripheral, Nintendo exhibited continued progress toward more precise motion controls as a focal point of development, and Microsoft demonstrated their new Project Natal, which is due out next year.

Ted Price, chief executive and founder of Insomniac Games said what Sony demonstrated was exciting because of the controller's ability to sense depth and not just planar motion opens up a lot of design possibilities that aren't possible with other controllers. Microsoft's new technology is revolutionary because it completely does away with the gizmo controller. In essence, your body becomes the controller and uses a collection of detectors, such as facial recognition, voice recognition and motion detection to sense what you're doing. This is a new generation of highly interactive and physical games. Videogaming Gets Physical 

FitnessFirst

Fitness First, the largest privately owned health club group with over 540 clubs worldwide, has increased its presence in the ‘healthy gaming’ sector with a new range of official peripherals. In May, the firm put its name to Black Bean and Ubisoft’s Wii fitness title New-U, which is due for release next month, and now major peripherals manufacturer Blaze has secured the exclusive worldwide rights to produce Fitness First-branded exergaming accessory products across all platforms. Blaze’s Fitness First branded accessory products now include a Silicon Skin for grip and a Wii Fit Yoga Mat and they will soon launch wrist and ankle weights and a full Wii Fit Workout Kit. Fitness First flexes games license

Study Aimed at Health Risks Of Video-Game Playing Among Adults - Comments on the New Class of Active Games

A study conducted by James B. Weaver, et al., from the Federal Centers for Disease Control and Prevention, Emory University and Andrews University which aimed at looking at the health risks of video game playing among adults, has found, from a study of data collected from 552 adults aged 19-90 in the Seattle-Tacoma area that the average gamer is overweight, tends to be antisocial and is depressed.

More specifically, female video-game players reported greater incidents of depression and "lower health status" than women who do not play video games and male players reported a higher BMI and more Internet use time than non-players. The willingness of video-game players to sacrifice real-world social activities in order to play video games was also noted in the study. The study is published in the October issue of the American Journal of Preventative Medicine. 

In the same issue of the magazine, Dr. Brian A. Primack of the University of Pittsburgh’s School of Medicine comments and somewhat agrees, however he also points the ingenuity of role-playing games, the ability of educational games to encourage the love of learning and the potential value of interactive multiplayer platforms that bring people together from all over the globe to play.

Primack also goes on to comment that while the former study considers the potential risks of video games, it is very important that we acknowledge the new benefits to public health with the new class of “active games”. http://www.msnbc.msn.com/id/32463904/ns/technology_and_science-games/

Health-Risk Correlates of Video-Game Playing Among Adults

Video Games - Play or "Playlike Activity?"

Thursday, August 20, 2009

Video Games - a benefit to mental health

A recent study, conducted by PopCap Games, concluded that video games might have the potential to help people with certain mental disorders, such as depression. Researchers hypothesized that one reason for the apparent mental health benefits of video games is that depression and other disorders involve systematic patterns of thought and self-doubt, and that games can distract people and put them in a different mental zone.

Studies are also underway at The Institute of HeartMath to determine if soldiers who learn to control their cardiac rhythms by playing certain video games are better able to perform efficiently under pressure and whether they recover more quickly from traumatic events. Researchers Explore Mental Health Benefits of Video Games

Monday, August 17, 2009

Why Exergaming Might Make You Thin

A recent controversial article published in Time Magazine gave the impression that exercise won’t result in weight loss. To control our diet we must achieve a 500-calorie deficit daily. However, if we were double our daily energy expenditure to 3500-4000 calories per day and become significantly more physically active, then the energy intake side of the equation will become much less of a problem. A recent ACSM paper concluded that greater than 250 minutes of exercise per week is needed to effectively promote weight loss, therefore we need to find forms of physical activity that are enjoyable to achieve these 250 minutes. Games are inherently motivating and rewarding. So game-based approaches to exercise might have significant potential to make you thin. http://www.gamersizescience.org/

 

“Just keep moving”

I read on the Gamercize Blog, whose motto is: “combine video games and exercise for a fitness aspect to the latest technology”, about the Change4Life campaign and it’s missing 9th protocol. This blog states that the 8 core messages, which look pretty sensible in the campaign, are sometimes described poorly in targeting video gaming over the real bad screen time of TV watching. What they are missing is a 9th message that should state. “Just keep moving”. This is so easy and so less daunting than 60 Active Minutes, and it follows the concepts of "Non-Exercise Activity Thermogenesis" (N.E.A.T.). That basically means just keep moving, but it's an important concept that's easier to build into modern life than going to play in the park 365 days a year every evening. Visit their blog at: http://gamercize.blogspot.com/2009_08_01_archive.html to watch a short clip on N.E.A.T. explained in terms of gamercizing - reaching the next level.

Thursday, August 13, 2009

SilverFit - Available in the Netherlands

People who exercise regularly stay fit, have a lower chance of suffering from chronic aliments and have better overall mental health. This is especially important for older populations, who need to stay active to remain healthy and independent, therefore providing sufficient and responsible exercise is of particular importance in care centers to maintain the health of its patients.

Computer games and simulators are at the cutting edge of providing such care in senior care facilities. SilverFit has developed a computer rehabilitation game system that falls into the same price range as professional treadmills and other traditional physical therapy equipment, that uses a 3D camera to capture patient’s movements, allowing the patient to play the game; the player does not need to hold anything, press anything or use any menus. The camera registers the player's movements and the game responds to them.  It is designed to be played at a wide range of player abilities; many games can be played sitting down to exercise the legs, train balance, stretch the arms or practice standing up.

The SilverFit system was developed in collaboration with a team of geriatric physiotherapists at Stichting Groenhuysen in Roosendaal, the Netherlands. Visit the website to learn more: http://www.silverfit.nl/en/index.htm

Tuesday, August 11, 2009

PowerBoxing on the XAVIX

I am posting about this cool game console, called XAVIXSports. It is a series of indoor sports games, such as baseball, boxing, bowling, tennis, dancing and golf. It has been around for a while, but we recently acquired it in our Learning Games Lab, which is an exploratory environment where gamers play and evaluate games. The cool thing about XAVIX is that it includes real sports equipment that act as the controllers. For example, in the boxing game, gamers can play with real boxing gloves, giving the game a realistic feel, and in the tennis game; mini tennis rackets are the controllers.

Recently I have become interested in videogame boxing so I spent some time playing the Jackie Chan PowerBoxing game on the Xavix this morning. It claims to focus on toning and endurance using ring action that is both challenging and fun. Well I can say it is definitely a good cardio workout. One of the first training modes concentrates on punching the bag so many times in so many seconds. I think you are supposed to work up levels, but I somehow started out on a high level and was supposed to punch the bag 180 times in 30 seconds, and as hard as I tried, it didn’t happen, and my arms were very sore from repeatedly trying to do so. If the calorie counter is accurate, I burned 19 calories each time I tried, and I tried 5 times so that is 95 calories I burned in 2 and a half minutes. It would take me 15 minutes of walking to burn that many calories, and honestly I would much rather workout punching a video punching bag and relieve some stress and aggression while I am at it than take a brisk, boring walk. The punching is really intense and definitely works out your arms and brings up your heart rate.  My initial thought is that it truly is a workout disguised as fun.

Now for the bad part, the graphics are very poor, in fact they are just plain awful, but if you can get past that and go the distance, it has great workout potential. So for me, as I am in it for the exercise potential, I will overlook the graphics and enjoy turning on the TV, putting in the game cartridge (yes it’s a cartridge), slipping on the boxing gloves, and getting sweaty.

I can’t wait until we have another group of kids come into the lab for a testing session so we can get their opinion of the Xavix- I wonder if they will enjoy the gameplay and cool controllers or be distracted by the poor graphics?

Sunday, August 9, 2009

UW Madison Shows Wii's Physical Therapy Benefits

Physical therapists are using the Nintendo Wii for a variety of physical exercises with patients.  The Wii can be used to help patients regain strength and range of motion. The Wii Fit’s balance games are also often used for those struggling to recover balance and coordination.

The Nintendo Wii is a great tool for physical therapy because the games are so enjoyable that patients often forget that they are doing physical therapy, however it is not without its drawback as well. The fun can have a downside; there is a bit of a risk associate with using the Wii because it can become the focus of therapy instead of being a piece of it and patients enjoy the Wii so much, that they tend to want to do that, and not as much of the other things they need to do.

http://www.huliq.com/1/82549/uw-madison-shows-wiis-physical-therapy-benefits

RMIT Students Design Exergames for Classroom Project

Students in Professor Florian Mueller’s class at the Royal Melborne Institute of Technology in Australia, were tasked with designing a game that encouraged physical movement and exercise.

Game concepts can be seen on the project’s website: http://gameslecture.blogspot.com/

Wii-Hab May Help Further Treatment of Parkinson’s Disease

Nintendo Wii may help treat symptoms of Parkinson’s disease including depression, according to Dr. Ben Herz.

Dr. Herz conducted a pilot study with 20 Parkinson’s patients and by the end of the eight-week study, patients saw improvements in movements, fine motor skills, energy levels, rigidity and patients’ depression levels went down to zero once they started treatment with the Wii.

Dr. Herz believes that video game consoles are “the future of rehab”. http://www.nintendoworldreport.com/newsArt.cfm?artid=18909 

 

Thursday, August 6, 2009

Step Count of R-KAIDE

R-KAIDE is the latest revolution to hit the group exercise room. In 45 minutes you can dance 2000 steps; the equivalent of walking 1 mile! Find out how at: http://befitwithbiray.com/rkaide/archives/69

Wednesday, August 5, 2009

Exercise Games Catching On

According to this article that appeared in The Baltimore Sun on Monday http://www.baltimoresun.com/health/bal-to.hs.wiifit03aug03,0,2478857.story, health professionals are becoming more and more impressed with the popularity of the Nintendo Wii Fit. The article states that according to Lew Lyon, vice president of MedStar Sports Health at Union Memorial Hospital, “your body doesn’t care if you are going out on the street riding a bicycle or pedaling in front of a Wii screen.” Apparently it just cares that you are active, and exergaming is becoming a popular way to be active.

Furthermore, many agree that one benefit of fitness-themed games is the variety of mini-games within the system that helps keep the user interested. This is where they don’t compare to traditional kinds of exercise, where you can face getting burned out and bored. When a user is bored with “Wii Fit” they can simplify switch to a different exercise game.

Exergaming Inspires Kids of All Ages To Get Fit

Exergaming is one of the hottest trends in fitness right now, especially for teen audiences. The American Council on Exercise lists exergaming as one of 2009’s top fitness trends, and while fitness fads come and go, exergaming is showing staying power and finding support across the media.

Increasing numbers of youth centers, schools and gyms are setting aside space for exergames and video fitness machines as a way to engage kids in exercise and combat the rising rates of childhood obesity.

Health care and fitness experts agree that exergaming should not replace other physical activity and that kids should be encouraged to engage in a range of exercise, however, according to Ernie Medina,a preventive care specialist with the Beaver Medical Group in Redlands, California, and founder of XRtainment Zone, for some kids, exergames may be the only physical activity they're willing to do so it is one way to get them moving.

http://magazine.angieslist.com/Articles/2009/August/NATIONAL/exergaming-inspires-fitness.aspx


Tuesday, August 4, 2009

Exergames: The Equivalent of an Intense Walk for Kids

Kids can be entertained and get their needed exercise at the same time.

A new study published recently online in the Journal of Pediatrics found that some exergames provide as much or more activity than walking at a moderate or intense pace.

Researchers from the University of Oklahoma Health Sciences Center, found that while playing Dance Dance Revolution at two skill levels, and Wii bowling and boxing, kids had energy expenditure levels that were the same as, or more than moderate to intense walking. The kids also burned three times more calories playing the video games than at rest.

http://latimesblogs.latimes.com/booster_shots/2009/07/kids-exergaming-calories.html

Sunday, August 2, 2009

High School Participants Create Podcasts on Exergames

The high school group finished out their session by preparing individual Podcasts using iMovie to critique and evaluate their favorite exergame that they played over the course of the ten-day game lab session. In their Podcast, each participant had to describe the game and gameplay, explain how it was an exergame and how it was different from other games, comment on why it was their favorite exergame and provide recommendations on what types of programs the exergame might be effective in. Dance Dance Revolution was a very popular exergame amongst the high school group, 4 of the participants chose it as their favorite because it really gets you moving, it has a big selection of music you can choose from and because you can play it by yourself or with friends. The high school participants that chose DDR as their favorite exergame recommended it for any after school program, for dance parties or for anyone who just wants to have fun while working out. Punch Out was also a favorite because of the real simulation of boxing that it offers and because it is competitive and fun, while it gives you a workout and gets you tired. Mario and Sonic at the Olympic Games was also a choice of one participant because of the variety of games and challenge that it offered and because it is designed for all ages in mind.