exergaming 101 Richard Coshott CEO and Founder Gamercize
where did exergaming come from?
changes in play <ul><li>creative physical activities </li></ul><ul><li>includes incidental exercise </li></ul><ul><li>comp...
how does exergaming work?
gaming with exercise <ul><li>games are fun </li></ul><ul><li>exercise gives fitness </li></ul><ul><li>exergaming is define...
what attributes does an exergame need?
exergame cornerstones <ul><li>engage – variety of games </li></ul><ul><li>access – varying abilities </li></ul><ul><li>sus...
how can exergames be  used with youngsters?
opportunities for phys-ed <ul><li>unstructured play </li></ul><ul><li>structured training </li></ul><ul><li>exergaming com...
what do exergames do  for the adult generation?
grown up exergaming  <ul><li>next-generation lifestyle </li></ul><ul><li>office based exergaming </li></ul><ul><li>next-ge...
why are exergames being adopted?
gateway effect <ul><li>increased physical ability </li></ul><ul><li>improved sports skill </li></ul><ul><li>boosted self c...
reach the next level www.gamercize.net tm
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Exergaming 101 - Active Gaming Explained

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Exergaming is a fitness technology to improve engagement and enjoyment of physical activity in school, gym, home or even the office by using video games.

This presentation explains the concepts and reasoning behind this emerging industry of active gaming and gives practical advice for end users and providers alike.

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  • Slide 1:

    This presentation will give you the background into exergaming. Most of you will have heard about exergaming, or active gaming, from media reports most likely into Wii or Wii Fit. This is the tip of the iceberg as journalists struggle to engage with this new concept. Exergaming is commonly recognised in Dance Mats, Sony Eyetoy, Wii Sports, Gamercize and also a variety of racing game bikes. Those are the products, but what of the concept, where did it come from, what can it do and why should you be using it?
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  • Slide 2:

    First off, lets get some background into the lifestyle and environmental changes that have built not only the space for exergaming but have made this new concept almost a necessity. This is a picture of a local play park serving a very large estate community taken at about 6:30 pm on a warm mid-week day. The facilities look great, only thing missing from this picture is the kids.
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  • Slide 3:

    Some twenty or thirty years ago “play” used to mean a group of children kicking a ball about in the park, role playing cowboys and indians or any one of a thousand outdoor activities. The common theme of all traditional play is fun, but it requires physical exercise; be it running, climbing obstacles or kicking a ball. The exercise effort is not the purpose of the activity, it is incidental – you can’t play soccer without running, but the point of the game is not to run, it is to play and have fun. Technology provides the entertainment of choice now, with ipods, cell phones, video games and the internet becoming the primary focus for free time.



    There are many reasons why traditional play has declined; fear of crime, drugs, increased traffic, less areas to play, parents working more and too many more reasons to cover here. The concerns of parents are directly affecting not only children's actions, but also their own perceptions of the risk of outdoor play. Actions of choice are governed by human psychology mostly based on Risk and Reward. The risk of outdoor play is perceived to be large.



    As for the rewards? There is little change in rewards of outdoor play, but there’s a new player now – the video game. Video games eagerly provide rewarding entertainment in exchange for a little bit of hard earned cash. The reward of outdoor play has not diminished, but video games are far more rewarding as play and have almost no perceived risk. In reality the risk of gaming play is actually far greater than imagined. While media perception focuses on violence in gaming, the true enemy of society is the inactive nature of gaming, that is so engaging it borders on addiction.



    The lack of incidental exercise leads to a loss of fitness and consequently weight gain to obesity.
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  • Slide 4:

    For incidental activity to get back into play, it needs to be a part of new play - video games. How is this accomplished?
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  • Slide 5:

    Exergaming is a very simple concept.



    Gaming is fun, from children to adults gameplay is becoming a part of modern life. You may be surprised to learn that over the last five years gamers have racked up an estimated 1 million years of gameplay on Xbox 360 and PlayStation 3 worldwide. Combine these two consoles with all the others in circulation and you can get the real scale of the video game industry - a total of over 265 million game titles were purchased last year in the US alone, that’s nearly one for every man, woman and child in the country. 97% of teenagers either own of play videogames, girls almost as much as boys. Video games are fun and here to stay.



    Exercise, incidental or planned, increases fitness. Increased fitness will naturally lead to weight loss in the overweight through a more active lifestyle. For those already engaged in effective weight management, increased fitness gives more physical ability to better achieve in physical activities.



    Exergaming takes the fitness aspect of exercise and combines it with the fun factor of video games, this is the definition in the basic sense, but there’s a bit more to it for an exergame to be effective. More on that later, the important thing to realise at this stage is that exergaming addresses the problem of lost exercise in play.
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  • This presentation will give you the background into exergaming. Most of you will have heard about exergaming, or active gaming, from media reports most likely into Wii or Wii Fit. This is the tip of the iceberg as journalists struggle to engage with this new concept. Exergaming is commonly recognised in Dance Mats, Sony Eyetoy, Wii Sports, Gamercize and also a variety of racing game bikes. Those are the products, but what of the concept, where did it come from, what can it do and why should you be using it?
  • Transcript of "Exergaming 101 - Active Gaming Explained"

    1. 1. exergaming 101 Richard Coshott CEO and Founder Gamercize
    2. 2. where did exergaming come from?
    3. 3. changes in play <ul><li>creative physical activities </li></ul><ul><li>includes incidental exercise </li></ul><ul><li>computer and video gaming </li></ul><ul><li>makes play inactive </li></ul>
    4. 4. how does exergaming work?
    5. 5. gaming with exercise <ul><li>games are fun </li></ul><ul><li>exercise gives fitness </li></ul><ul><li>exergaming is defined </li></ul><ul><li>addresses a problem </li></ul>
    6. 6. what attributes does an exergame need?
    7. 7. exergame cornerstones <ul><li>engage – variety of games </li></ul><ul><li>access – varying abilities </li></ul><ul><li>sustain – changeable games </li></ul><ul><li>social – online multi-player </li></ul>
    8. 8. how can exergames be used with youngsters?
    9. 9. opportunities for phys-ed <ul><li>unstructured play </li></ul><ul><li>structured training </li></ul><ul><li>exergaming competition </li></ul><ul><li>reward based </li></ul>
    10. 10. what do exergames do for the adult generation?
    11. 11. grown up exergaming <ul><li>next-generation lifestyle </li></ul><ul><li>office based exergaming </li></ul><ul><li>next-generation consoles </li></ul><ul><li>exergaming tournaments </li></ul>
    12. 12. why are exergames being adopted?
    13. 13. gateway effect <ul><li>increased physical ability </li></ul><ul><li>improved sports skill </li></ul><ul><li>boosted self confidence </li></ul><ul><li>natural progression in activity </li></ul>
    14. 14. reach the next level www.gamercize.net tm

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