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Gamercize Active Gaming - The Pure "Exergame"
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Gamercize Active Gaming - The Pure "Exergame"

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Gamercize shows the pure essence of exergaming - the engagement of video games and the health benefits of fitness equipment. Both combined provide unique stealth exercise, fitness that is actually …

Gamercize shows the pure essence of exergaming - the engagement of video games and the health benefits of fitness equipment. Both combined provide unique stealth exercise, fitness that is actually fun.

Published in: Health & Medicine

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  • Talk the list – fitness components, health awareness, intensity – moderate (change settings etc)
  • Cognitive learning – list options
  • Teacher USF belle witter GZ 1.5 years, first equipment requested Gamercize (oct 2008)
  • Powerful, read second one
  • Transcript

    • 1. Reach the Next Level ™ The Single Choice for Active Gaming
    • 2. Physical Activity Targets
      • National recommendation of 60 mins MVPA, 7 days a week for children
      • Government target of 2hrs quality PE a week
      • Provision for extra 2 – 3hrs made available
      • Recommendation initiated in 1996, it is now 2010 ...
    • 3. Physical Activity Progress
      • 1 in 3 Children get less than 1 hour a week
        • 78% don’t know the physical activity targets
        • 30% just don’t care
      • Percentage of children overweight or obese
        • 15% (2004)
        • 29% (2009)
        • Doubled in
        • 5 Years
    • 4. Technology is the New Play
      • Play has changed from outside to on screen
        • 97% of US 12-17 Year olds play video games
      • Percentage of children playing videogames every day
        • 30% (2000)
        • 56% (2008)
    • 5. Why Video Games?
      • Average age of people playing games is 35.
      • Games are
      • FUN
      • Gamercize is
      • HEALTHY FUN
    • 6. Can Technology be Active?
      • Sales and popularity is a function of marketing and advertising, not a measure of effective fitness provision!
      • Effective Active Games
      • = Calorie Burn
      • + Sustainability
    • 7. Gamercize Concept
        • FACT: Video games engage and entertain
        • FACT: Exercise machines provide cardio fitness
      • Gamercize = Uses games to provide exercise
    • 8. Gamercize Choices
      • Games + Interface + Exercise
    • 9. Gamercize Purpose
      • Change play back into a physical activity
      • Mask the effort of exercise with game play
      • Make technology healthy instead of unhealthy
      • Promote health education and fitness
      • Reduce global inactivity – 17+ countries so far
    • 10. Gamercize in Schools
      • "Gamercize is unique, innovative and exciting. Our Youth Fitness Academy and Playscheme Kids have found the concept fun, interactive and competitive."  Jon Randall, Southampton (Chamberlayne) Leisure Centre
    • 11. Gamercize in Schools
    • 12. Gamercize in Schools
      • “ Gamercize is a brilliant way to engage with pupils who my not be currently active within school sport. The great thing about Gamercize is that pupils do not even realise they are active gaming and come off the machines sweating with heavy breathing.”  Phil Basterfield, Competition Manager, Derbyshire Sport  
    • 13. Gamercize in Schools
    • 14. Gamercize in Schools
    • 15. Gamercize in Schools
    • 16. Gamercize in Schools
    • 17. Gamercize Science
      • Effectiveness = Calorie Burn + Sustainability
    • 18. Gamercize Science
      • Effectiveness = Calorie Burn + Sustainability
        • Calories – Gamercize is genuine exercise
    • 19. Gamercize Science
      • Effectiveness = Calorie Burn + Sustainability
    • 20. Gamercize Science
      • Effectiveness = Calorie Burn + Sustainability
        • Sustainability – Kids Free Choice Study (2006)
    • 21. Gamercize Results
      • Effectiveness = Calorie Burn + Sustainability
    • 22. Gamercize Results
      • Effectiveness = Calorie Burn + Sustainability
    • 23. More Gamercize Results
      • 95% of 130 primary-aged schoolchildren had a positive experience with the equipment
      • (Derby Hilton Primary, January 2008)
    • 24. More Gamercize Results
      • 95% of 130 primary-aged schoolchildren had a positive experience with the equipment
      • (Derby Hilton Primary, January 2008)
      • 7-11 year olds found Gamercize 6 times more engaging that traditional exercise
      • (Eastleigh, Flemming Park, August 2007)
    • 25. More Gamercize Results
      • 95% of 130 primary-aged schoolchildren had a positive experience with the equipment
      • (Derby Hilton Primary, January 2008)
      • 7-11 year olds found Gamercize 6 times more engaging that traditional exercise
      • (Eastleigh, Flemming Park, August 2007)
      • Gamercize has proved twice as engaging as another interactive exercise bike
      • (Gosport Primary, February 2007)
    • 26. More Gamercize Results
      • 95% of 130 primary-aged schoolchildren had a positive experience with the equipment
      • (Derby Hilton Primary, January 2008)
      • 7-11 year olds found Gamercize 6 times more engaging that traditional exercise
      • (Eastleigh, Flemming Park, August 2007)
      • Gamercize has proved twice as engaging as another interactive exercise bike
      • (Gosport Primary, February 2007)
      • 120 bmp sustained over 30 min (RHR 60bmp) (NAPSE Workshop, AAHPERD - Tampa, FL, April 2009)
    • 27. Gamercize in London
      • The Winchester Project, Camden PCT - Before
    • 28. Gamercize in London
      • The Winchester Project, Camden PCT - After
    • 29. Gamercize in London
      • “ Gamercize is a fantastic initiative which means children exercise without realising it! There is never any shortage of excitement or enthusiasm for using the room, and it's also a great relationship-building tool, as well as improving health and fitness” Paul Perkins, Director, Winchester Project
    • 30. Gamercize in London
      • The Winchester Project, Swiss Cottage, Camden
      • Part of Camden’s school and youth club pilot
      • Full refurbishment and installation
      • 12 Active Gaming Stations including LCD TVs and games consoles
      • Xbox 360, PlayStation 2, Nintendo Wii
      • 20+ Games (Mario Kart, FIFA, Guitar Hero, Lego Star Wars etc)
      • Staff training in equipment use and activities
      • Less than a single US billed “exergaming” station
    • 31. What We Do
      • Gamercize is committed to maximising the health benefit to Schools, Teachers and pupils.
      • Physical: 4 – 9lbs weight loss (one month)
      • Fitness: RHR 68 to 58 BPM (6 week study)
      • Qualitative: 97% Positive experiences (n.129)
      • Through the medium of video games, we believe the health benefits are compound and sustainable
    • 32. What We Do
      • Teacher Training.
        • How Gamercize works.
        • Hands-on demonstration.
        • Full technical product training.
        • Practical troubleshooting.
        • Storage and maintenance.
        • Phone, Email Support.
    • 33. What We Do
      • Teacher Preparation.
        • World’s foremost Active Gaming PE expert, Lisa Hansen PhD, USF
        • Implementation experiences
        • Gamercize as a PA tool
        • Integrating with PE and
        • classroom learning
        • Lesson planning for Gamercize
        • Implementation reviews
    • 34. What We Do
      • Ongoing Project Support.
        • Technical Support and Warranties.
        • Lesson, activity and programme evaluation.
        • Care & Maintenance Visits.
        • Staff to help with special
        • events and open days.
        • Refresher training.
    • 35. Taking Lessons Learnt Home
      • Promoting healthy behaviour
        • What are the activity targets?
        • What is moderate activity?
        • Exercise can be fun. (again!)
        • More ability = more options
    • 36. Experts Backing
      • "My concern over the growing obesity ‘time bomb’ facing this country is well known, and the East Midlands is looking at the possibility of using interactive computer games to help obese children lose weight. Initial results look promising, and this could prove to be one of the ways of engaging overweight children in exercise."  Sir Liam Donaldson, Chief Medical Officer, Department of Health.
      • "This test encouraged children to be more active, and that’s a great starting point. I know as a dad that the reason why video games are so popular is because they are so good, and kids will not leave them. It’s better to be smart and work with the games, making children more active in the process."  Dr Ian Campbell, medical director of Weight Concern and associate specialist University Hospital Nottingham
      • "Physical inactivity in children is a major cause of the obesity epidemic, and Gamercize provides an innovative solution, reducing sedentary behaviour, whilst maintaining enjoyment, making it a popular and appealing remedy. This study begins to show that by providing more novel opportunities, it is possible to increase a child's activity in a painless and effective way." Dr David Haslam, Clinical Director of the National Obesity Forum
      • "Ideally children should be running around fields and expending energy naturally, but a lot of children are unable to do this so active gaming brings about energy balance. The key to all this is that children must have fun and the value of Gamercize is that children have a great time using it."  Tam Fry, National Obesity Forum's board member for children and the Honorary Chairman of the Child Growth Foundation
    • 37. Reach the Next Level™ Richard Coshott http://www.gamercize.net email: richard@gamercize.net call: +44 2380 651 728 skype: gamercize