Gateway   GAMEs Stephen P. Yang Assistant Professor SUNY Cortland [email_address] Exergamelab Using video games to encoura...
Youth Obesity Percent of overweight youth ages 6-19 (Hedley, 2004; Ogden, 2002)
Video GAME or Exergame? <ul><li>G aming </li></ul><ul><li>A ctivities for </li></ul><ul><li>M ovement </li></ul><ul><li>E ...
GAME #1 - Mean HR (45 mins)
DDR Enjoyable?
Different MVPA for Exergames? VS.
GAME #2 - DDR HR
DDR HR and % MVPA
%MVPA DDR vs. EyeToy 80.84% 53.45%
HR DDR vs. EyeToy
Why play? <ul><li>SDT  (Deci & Ryan, 1985) </li></ul><ul><li>Fun </li></ul><ul><li>Competence </li></ul><ul><li>Autonomy <...
Exergame Survey <ul><li>100 +   Exergames </li></ul><ul><li>80+   papers </li></ul><ul><li>23   Heart rate </li></ul>
www.innovateonline.info
Virtual, augmented, ubiquitous… + = Vision Interaction/Gameplay <ul><li>Fun to play </li></ul><ul><li>Socially engaging </...
Exergames in PE <ul><li>…should not displace </li></ul><ul><li>…can compliment  </li></ul><ul><li>…introduced    free-tim...
MS StepUI
Exergame Lab <ul><li>Stephen Yang </li></ul><ul><li>[email_address] </li></ul><ul><li>Exergamelab </li></ul>
Gateway   GAMEs Using video games to encourage  lifetime physical activity   Stephen P. Yang Assistant Professor SUNY Cort...
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Exergames: Gateway eGAMES

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Games For Health 2008. Gateway eGAMES by Stephen Yang – SUNY Cortland. Using exergames/eGAMES (video games that require physical movement in order to play) to achieve healthy benefits is a relatively new phenomenon. Determining the extent of the physiological, psychological, social, and cognitive benefits remains to be determined. I propose that exergames by themselves cannot be a viable solution for the overweight and sedentary populations. Rather, perhaps playing eGAMES (Electronic Gaming Activities for Movement Enjoyment) can be a stimulus and confidence booster to participate in different physical activities and sports. To be a successful Gateway Game, eGAMES must be a) fun, b) competence building, c) socially engaging, and d) autonomy granting.

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  • Playing video games is not necessarily a sedentary activity. New multimodal games and controllers (exergames) allow players to be physically engaged in game play. Low-cost USB cameras, high-speed infra-red sensors, and advanced video processing algorithms allow videogames to be controlled by bodily movements (e.g., EyeToy, XaviX) and touch sensitive floor sensors (e.g., Dance Dance Revolution); thus allowing players to play in virtual spaces. This presentation will provide an overview of the rapid growth in exergames. Presenters Bio Stephen P. Yang is a doctoral candidate in the Department of Kinesiology at The Pennsylvania State University. He completed his B.S. in Physical Education at St. Francis Xavier University, Canada and his M.S. in Exercise Sport Science at the University of New Brunswick, Canada. Yang’s research deals with the use of innovative technology in both teaching and research settings. His master’s thesis investigated the effectiveness of a web-delivered problem-based learning module in applied exercise physiology. While at Virginia Tech, he assisted in the design, implementation, and assessment of Log It , a website that allows individuals or groups to record their steps from a pedometer. Yang’s main area of research includes increasing physical activity levels for adolescents through the integration of technology in the physical education curriculum. His dissertation explores the use of video games (exergames) as a stimulus for voluntary physical activity. Specifically, he is measuring the duration and intensity of adolescent physical activity while playing exergames and their attractiveness to playing these games.
  • Exergames: Gateway eGAMES

    1. 1. Gateway GAMEs Stephen P. Yang Assistant Professor SUNY Cortland [email_address] Exergamelab Using video games to encourage lifetime physical activity
    2. 2. Youth Obesity Percent of overweight youth ages 6-19 (Hedley, 2004; Ogden, 2002)
    3. 3. Video GAME or Exergame? <ul><li>G aming </li></ul><ul><li>A ctivities for </li></ul><ul><li>M ovement </li></ul><ul><li>E njoyment </li></ul>
    4. 4. GAME #1 - Mean HR (45 mins)
    5. 5. DDR Enjoyable?
    6. 6. Different MVPA for Exergames? VS.
    7. 7. GAME #2 - DDR HR
    8. 8. DDR HR and % MVPA
    9. 9. %MVPA DDR vs. EyeToy 80.84% 53.45%
    10. 10. HR DDR vs. EyeToy
    11. 11. Why play? <ul><li>SDT (Deci & Ryan, 1985) </li></ul><ul><li>Fun </li></ul><ul><li>Competence </li></ul><ul><li>Autonomy </li></ul><ul><li>Relatedness </li></ul><ul><li>(Crawford, 1982 & Prensky 2001) </li></ul>
    12. 12. Exergame Survey <ul><li>100 + Exergames </li></ul><ul><li>80+ papers </li></ul><ul><li>23 Heart rate </li></ul>
    13. 13. www.innovateonline.info
    14. 14. Virtual, augmented, ubiquitous… + = Vision Interaction/Gameplay <ul><li>Fun to play </li></ul><ul><li>Socially engaging </li></ul><ul><li>Challenging </li></ul><ul><li>May be healthier than regular video games </li></ul>
    15. 15. Exergames in PE <ul><li>…should not displace </li></ul><ul><li>…can compliment </li></ul><ul><li>…introduced  free-time, IM, clubs, home </li></ul><ul><li>…appealing to sedentary </li></ul><ul><li>…gateway to a lifetime PA </li></ul>
    16. 16. MS StepUI
    17. 17. Exergame Lab <ul><li>Stephen Yang </li></ul><ul><li>[email_address] </li></ul><ul><li>Exergamelab </li></ul>
    18. 18. Gateway GAMEs Using video games to encourage lifetime physical activity Stephen P. Yang Assistant Professor SUNY Cortland [email_address] Exergamelab

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