The Exergame Network - Report on our Progress


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The Exergame Network (TEN) is a not for profit advocacy for active gaming. Over the past two years TEN has made progress with great success. This presentation at Games for Health 2011 is our report back to the industry.

  • The ExerGame Network Presentation at the Games for Health Conference 2011. Presented by Brett Young CEO of Exergaming Australia, Richard Coshott CEO of Gamercize UK and Dr Lisa Hansen of the USF Active Gaming Lab in the US
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  • Check out the video/audio provided by Stephen Yang of that was captured at Games for Health (skip to 10 mins in to get to the start of the presentation!)
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The Exergame Network - Report on our Progress

  1. 1. A Report on TEN's Progress The Exergame Network   Games for Health. May 2011, Boston MA Richard Coshott, Lisa Witherspoon Hansen, Brett Young
  2. 2. Richard Coshott - CEO and Founder, Gamercize Founder and Director, The Exergame Network Richard's passion for exergaming came ten years ago looking for a parental solution to his own two sons, Oscar and Logan, becoming unfit playing video games. After trying many ideas to get them back outdoors he finally created a solution that worked for them in Gamercize. A company to share this innovation was created and Gamercize products now sell worldwide. He is a long term serial gamer himself, recognizing the importance that the immersion of gameplay has to offer exergaming.  Focus: Putting the “game” in exergaming.
  3. 3. Lisa Witherspoon Hansen -  USF Active Gaming Labs Assistant Professor, University of South Florida Founding Member of TEN, Assistant professor and Co-Director of the USF Active Gaming Labs at The University of South Florida in the School of Physical Education and Exercise Science.    Her research focuses on understanding the effects that active gaming technologies has on participants and on the application of these activities to encourage and improve lifelong physical activity behaviors.    Focus: Developmentally appropriate implementation of exergaming in schools.
  4. 4. Brett W M Young - CEO, Exergame Australia Founding member of TEN, owner and CEO of Exergaming Australia. His passion is to reinvent how we perceive then act upon our health and fitness.    Brett's imperative is to utilize & adapt the main exergaming attributes of technology, gaming and fitness, combine them seamlessly and then apply this methodology across our communities - Global Exergaming.    Focus: Putting the "exercise” in exergaming.
  5. 5. What is Exergaming?
  6. 6. What is Exergaming?  <ul><li>Many &quot;definitions&quot;, also known as: </li></ul><ul><ul><li>Active gaming, Interactive Fitness,  Fitness Gaming or Exertainment </li></ul></ul><ul><ul><li>Core attributes </li></ul></ul><ul><ul><ul><li>HEALTHY / ACTIVE </li></ul></ul></ul><ul><ul><ul><li>GATEWAY </li></ul></ul></ul><ul><ul><ul><li>FUN / ENGAGING </li></ul></ul></ul><ul><li>The Exergame Network advocates the genre & supports those involved! </li></ul><ul><ul><li>Exergaming is a global movement serving a common cause </li></ul></ul><ul><ul><li>The network works by sharing at a global level </li></ul></ul>
  7. 7. ?
  8. 8. The Exergame Network?  <ul><ul><li>Started as a LinkedIn Group two years ago </li></ul></ul><ul><ul><ul><li>Initiative - Richard Coshott </li></ul></ul></ul><ul><ul><ul><li>Discussion forum & Networking </li></ul></ul></ul><ul><ul><li>Wiki added shortly afterwards </li></ul></ul><ul><ul><ul><li>Initiative - Helena Baert </li></ul></ul></ul><ul><ul><ul><li>Formalized discussion outcomes </li></ul></ul></ul><ul><ul><ul><li>Project area for collaboration </li></ul></ul></ul><ul><ul><li>Social Media added </li></ul></ul><ul><ul><ul><li>TEN Skype Calls - Brett Young </li></ul></ul></ul><ul><ul><ul><li>A mini GFH Skype call every two weeks! </li></ul></ul></ul><ul><ul><ul><li>TEN Facebook and TEN Twitter feeds added </li></ul></ul></ul><ul><ul><ul><li>Drove new ideas and projects </li></ul></ul></ul>
  9. 9. Our Mission...  ... is constantly evolving Who changes it?... YOU DO!
  10. 10. The Exergame Network (TEN)   <ul><ul><li>Not For Profit </li></ul></ul><ul><ul><li>Non Affiliated </li></ul></ul><ul><ul><li>Global </li></ul></ul><ul><ul><li>Advocacy </li></ul></ul><ul><ul><li>Democratic </li></ul></ul><ul><ul><li>Open collaboration </li></ul></ul><ul><ul><li>Free information </li></ul></ul><ul><li>  </li></ul><ul><li>  </li></ul><ul><ul><li>Add this ALL together TEN becomes   </li></ul></ul><ul><ul><ul><ul><li>  </li></ul></ul></ul></ul><ul><ul><li>Effective - Impartial -  Sustainable </li></ul></ul>
  11. 11. Who is “The Exergame Network”?
  12. 12. Who's a part of TEN?  While a Preventive Care Specialist focusing on lifestyle medicine at Beaver Medical Group, he stumbled upon exergaming in 1998. Since then, has been exploring, networking, and collaborating with the wonderful folks in the Games for Health world.    Besides involvement with MedPlayTech & XRtainment Zone, he is on the clinical faculty at Loma Linda University, and a co-founder of Perpetual Motions Partners, a health games design studio.    Ernie is also a co-founder of the National Active Gaming League and hopes to have the finals on ESPN someday. In his free time, Ernie's involved with mountain & road biking, Ultimate Frisbee, swimming, paintball, and other forms of fun physical activity with his wife, Keri, 13 y/o daughter Summer, and their dogs, Roxy and Davy.  Ernie Medina
  13. 13. Who's a part of TEN?  Helena Baert, PhD, Kinesiology Pedagogy with cognate in Education Technology. University of Arkansas Graduate 2011 Assistant Professor in Physical Education, SUNY Cortland, starting Fall 2011 Research in the application and integration of technology within Physical Education Teacher Education programs. Focused on how pedagogy can be enhanced through technology within K-12 and higher education programs.  Wiki Educator and Consultant Contact information: [email_address]   Helena Baert
  14. 14. Ian McGee advises startups and consults at the intersection of games, fitness and social media.  As co-founder and Software VP of Expresso Fitness, he drew on his long experience in console, PC and online casual games to bring a rich virtual world experience to high-end commercial stationary bikes. Ghost rides, achievements, asynchronous play and later Facebook/Twitter integration provided much-needed motivation to people accustomed to today's high-feedback & rewarding experiences. Ian helped Expresso raise $40m in venture capital over 7 years. Previously Ian has worked at multiple startups. He started & ran Malibu Interactive UK developing original and licensed IP on console. Next he joined Sony internal development for the launch of the original Sony Playstation in 1995. Now in Half Moon Bay he used development talent from Moscow Russia and Budapest Hungary to develop original console & PC titles. Also at AndNow he helped create the online casual game SmallBall in 2001.  Ian McGee Who's a part of TEN? 
  15. 15. <ul><li>Judy Shasek is founder of the project management and consulting company, invenTEAM and HCD-Healthy Community Development.  Founded in 1998, invenTEAM combines unlikely businesses and programs that, together, can positively impact some of our greatest challenges.  Some invenTEAM projects include: </li></ul><ul><ul><li>Developer  FootGaming and FootPOWR active computer mouse </li></ul></ul><ul><ul><li>Empowering at-risk youth to lead and manage physical activity programs that change both the wellness and the academic culture of a school –  TEAM e3 </li></ul></ul><ul><ul><li>Creating E-WALLY AND THE QUEST,  the first adventure myth set in the Internet to teach Internet safety </li></ul></ul><ul><ul><li>Creation of Wellness Gaming and Wellness “gamiconnection” strategies ( GamiConnection  is trademark: invenTEAM 2010) </li></ul></ul><ul><ul><li>Co-Founder of  HCD – Healthy Community Development </li></ul></ul><ul><ul><li>Author  HCD Home blog </li></ul></ul><ul><li>Judy: “I believe the very people in need of support and solutions are often exactly the ones who can initiate the culture change needed.”, “Individuals are the fiber of the greatest communities, weaving energy, ideas, friends, family and resources for the greatest good.” </li></ul>Judy Shasek Who's a part of TEN? 
  16. 16. Who's a part of TEN? Stephen P. Yang, an assistant professor at SUNY Cortland and member of its Center for Obesity Research (C.O.R.E) , researches the effectiveness of using exergames/active games and technologies for children, adolescents, and adults with and without disabilities.    Yang has been active in the field of exergaming since it’s infancy and has published and presented internationally and nationally. He works with the Games for Health (GFH) Project ( ), consults with video game developers, and toy and exergame companies on products and services.    In recognition of his expertise, he was appointed to the Board of Advisors of  Exergame Fitness , is a founding member of the ExerGame Network (TEN) , and has been interviewed for several national news services. Throughout all his research and collaborations, Yang wishes to see how exergames can be used as a potential gateway to inspire people of all ages and abilities to be active and healthy for a lifetime. . Stephen Yang
  17. 17. Who's a part of TEN?  Tommy Seilheimer was a touring musician for over 7+ years in the music entertainment industry. His grass roots marketing and social media implementation were a driving force in the bands national success and got them a spot on VH1s Surreal Life Season 6 to which their career took a turn for the better.   After years of performances and some nagging health issues, it was time to call it quits to his touring career. Tommy wanted to pursue a career in helping kids keep active and healthy with the use of videogames and technology, both life-long passions of his. That’s when he found a company called Motion Fitness in Palatine, IL hiring for a position in the early stages of the industry. Tommy accepted the job and during that time Tommy created Exergame Fitness USA with the help of his then business partner Ed Kasanders of Motion Fitness and his friend Sergio Suarez. They continued for a few years making the company a driving force in the industry. Tommy is currently the Vice President of Marketing for TRAQ 3D Ltd. and The Active Gaming Company and continues to educate and help facilities implement Active Gaming in facilities worldwide. Tommy Seilheimer
  18. 18. Who's a part of TEN?  Sheryl Flynn PT, PhD is a physical therapist, neuroscientist and entrepreneur.  In 2008, she founded Blue Marble Game Co, a video game design/development/consultation company that offers services to those who are interested in developing games for rehabilitation.     Sheryl also contractors to the Institute for Creative Technologies at the University of Southern California where she mentors the next generation of computer scientists and engineers while encouraging them to develop new technologies for game based rehabilitation.  Another venture is her website which is a social network whose purpose is to bring together individuals with disabilities undergoing rehabilitation, family/caregivers, clinicians/researchers and game industry rofessionals to freely exchange information and foster the development and adoption of games for rehabilitation.    Sheryl has received multiple contracts from the DOD and is awaiting word on funding from NIH to design video games for rehabilitation and specifically our wounded service members.  As a member of TEN, Sheryl has enjoyed the learning experience and getting to know her colleagues whilst offering her expertise when needed. Sheryl can be reached at [email_address]  or via . Please join  to further contribute to the knowledge supporting game based rehabilitation. Sheryl Flynn
  19. 19. Who's a part of TEN?  <ul><li>Dr Alasdair G Thin  BSc , PG Cert, PhD is a lecturer in Human Physiology </li></ul><ul><li>At Heriot-Watt University, Edinburgh, Scotland. Alasdair got into </li></ul><ul><li>Exergames in 2004 after a chance encounter with Sony EyeToy Play that left him somewhat breathless. Alasdair lists the iDANCE2 and SSX3 + Board controller as the most awesome and coolest exergames respectively. </li></ul><ul><li>Alasdair currently chairs the Health & Fitness SIG of EU Serious Games Network of Excellence (4 year, 5.6 M Euro project). Some achievements, in random order: </li></ul><ul><ul><li>Media Profile: “wonderfully named” - Time Magazine </li></ul></ul><ul><ul><li>Languages spoken: 4 (varying degrees) </li></ul></ul><ul><ul><li>Countries spoken about in relation to Exergaming: 9 </li></ul></ul><ul><ul><li>Recent publications: Thin, AG, Hansen, L & McEachen, D (2011). Flow Experience and Mood States whilst Playing Body-Movement Controlled Video Games.  Games and Culture ,  ePub . doi:10.1177/1555412011402677 </li></ul></ul><ul><ul><li>Thin, AG & Poole, N (2010). Dance-based ExerGaming: User Experience Design Implications for Maximizing Health Benefits based on Exercise Intensity and Perceived Enjoyment. Transactions on Edutainment ,  IV , 189-199. </li></ul></ul><ul><ul><li>Collaborations: University of South Florida, University of Southern California </li></ul></ul><ul><ul><li>Sports & Exercise: Running (Marathon pb: 3:39), Outdoor Pursuits, recently learnt to Snowboard (for real!) </li></ul></ul><ul><li>Exergaming Vision: Creation of Engaging Exercise Experiences </li></ul>Alasdair Thin
  20. 20. Who's a part of TEN?  Biray Alsac, MS, is a fitness technologist studying the implications of exergames and social media in the fitness industry. She is an adjunct faculty member in the exercise science & physical education departments at Arizona State University and Mesa Community College in Mesa, Arizona. Follow her on Twitter (@befitt) or check out  for tips on how to “exercise the Web.” Biray Alsac
  21. 21. Who's a part of TEN?  Emily Rosenberry is a management executive with 10+ years experience in Educational, Consumer Electronics & Health/Wellness industries. She was formerly on the management team of Positive Gaming AB (iDANCE), whose products deliver cognitive, social and physical benefits to the educational market and other secondary markets. Her work in this role contributed to global expansion including Asian, Middle Eastern, European, Australian and North American markets.    In addition to her core function of strategy and business development, she oversees marketing activities, software development activities and regularly interfaces with researchers and key players in the exertainment/edutainment industries. She has also served on the project team responsible for the Best Buy Mobile pilot project that is now present nationally in Best Buy stores and has successfully launched a nursing staffing agency that was profitable in its first 3 months.     She is currently living in San Diego and consulting to a medical training company and law firm.  She holds a BS from Michigan State University and an MBA from Carlson School of Management at the University of Minnesota. Emily Rosenberry
  22. 22. What have we achieved? 
  23. 23. What have we achieved?  <ul><ul><li>Free information resource (wiki) </li></ul></ul><ul><ul><li>Exergaming Prezi - Interactive Online Presentation Program </li></ul></ul><ul><ul><li>The Exergame Network Blog </li></ul></ul><ul><ul><li>Social networking presence </li></ul></ul><ul><ul><li>Online lobbying </li></ul></ul><ul><ul><li>Collaborations (ECA, AHA) </li></ul></ul><ul><ul><li>Dissemination of Research / News </li></ul></ul><ul><ul><li>Successful Media Releases </li></ul></ul><ul><ul><li>Conferences (AAHPERD, LIW & Games for Health) </li></ul></ul><ul><ul><li>The Exergame Network Awards </li></ul></ul><ul><ul><li>TEN Rating System </li></ul></ul><ul><ul><li>This Presentation! (USA / UK / Australia) </li></ul></ul><ul><ul><ul><ul><li>  </li></ul></ul></ul></ul><ul><ul><ul><ul><li>                                        Above all “Serious Fun” </li></ul></ul></ul></ul>
  24. 24. What have we achieved?  <ul><ul><li>Free information resource (wiki) </li></ul></ul><ul><ul><li>Exergaming Prezi - Interactive Online Presentation Program </li></ul></ul><ul><ul><li>The Exergame Network Blog </li></ul></ul><ul><ul><li>Social networking presence </li></ul></ul><ul><ul><li>Online lobbying </li></ul></ul><ul><ul><li>Collaborations (ECA, AHA) </li></ul></ul><ul><ul><li>Dissemination of Research / News </li></ul></ul><ul><ul><li>Successful Media Releases </li></ul></ul><ul><ul><li>Conferences (AAHPERD, LIW) </li></ul></ul><ul><ul><li>The Exergame Network Awards </li></ul></ul><ul><ul><li>TEN Rating System </li></ul></ul><ul><ul><li>This Presentation! (USA / UK / Australia) </li></ul></ul><ul><ul><ul><ul><li>  </li></ul></ul></ul></ul><ul><ul><ul><ul><li>                                        </li></ul></ul></ul></ul>
  25. 25. Exergaming Awards 2010
  26. 26. The Purpose of the Awards <ul><ul><li>Raising the public profile of exergaming </li></ul></ul><ul><ul><li>Promoting different uses/categories </li></ul></ul><ul><ul><li>Finding public opinions </li></ul></ul><ul><ul><li>Rewarding good exergames </li></ul></ul><ul><ul><li>It's like the Oscars - but for exergames!  </li></ul></ul>
  27. 27. How we got there... We had an idea to recognize  the best in exergaming with TEN's very own Awards
  28. 28. How we got there... Using Skype calls and Google Documents we decided on a list of Award Categories
  29. 29. How we got there... This took a number of calls, then we nominated  5 exergames for each category 
  30. 30. How we got there...
  31. 31. How we got there... We designed and reviewed the &quot;survey&quot; for public voting 
  32. 32. How we got there...
  33. 33. How we got there...
  34. 34. How we got there...
  35. 35. Facts and Figures  
  36. 36. Facts and Figures <ul><ul><li>15 countries participated in public voting </li></ul></ul><ul><ul><li>141 valid responses, 55 partial responses </li></ul></ul><ul><ul><li>Comments collected in the survey and by email response </li></ul></ul><ul><ul><li>Over 5,400 websites and blogs reposted or mentioned in the results </li></ul></ul><ul><ul><li>83% of responses answered optional demographic survey questions  </li></ul></ul>
  37. 37. Exergaming Awards 2010 <ul><li>Best Children's Exergame </li></ul><ul><ul><li>DDR Disney Groves (Konami) - 53% </li></ul></ul><ul><ul><li>Just Dance Kids (Ubisoft) - 18% </li></ul></ul><ul><ul><li>Nickelodeon Fit (2K Pay) - 13%  </li></ul></ul><ul><li>Best Physical Education Exergame </li></ul><ul><ul><li>Gamercize Pro-Sport for Wii  - 32% </li></ul></ul><ul><ul><li>HOPSports Training System - 31% </li></ul></ul><ul><ul><li>Cyber Coach - 16%  </li></ul></ul><ul><li>Best Senior's Exergame </li></ul><ul><ul><li>Wii Sports Bowling  - 48% </li></ul></ul><ul><ul><li>XaviX EYEHAND - 14% </li></ul></ul><ul><ul><li>NeuroActive Brainbike - 14%  </li></ul></ul>
  38. 38. Exergaming Awards 2010 <ul><li>Best Accessibility Exergame ( ) </li></ul><ul><ul><li>Nintendo Wii Sports - 52% </li></ul></ul><ul><ul><li>Cobalt Flux Hand Dance Pro - 16% </li></ul></ul><ul><ul><li>Eyetoy Play for PS2 - 14%  </li></ul></ul><ul><li>Best Home Dance Exergame </li></ul><ul><ul><li>Konami DDR  - 29% </li></ul></ul><ul><ul><li>StepMania - 26% </li></ul></ul><ul><ul><li>Ubisoft Just Dance - 22%  </li></ul></ul><ul><li>Best Commerical Dance Exergame </li></ul><ul><ul><li>Positive Gaming iDANCE2  - 39% </li></ul></ul><ul><ul><li>In the Groove 2 - 24% </li></ul></ul><ul><ul><li>Xerdance - 15%  </li></ul></ul>
  39. 39. Exergaming Awards 2010 <ul><li>Best Exergame Fitness Avatar </li></ul><ul><ul><li>Wii Yoga - 28% </li></ul></ul><ul><ul><li>Jakie Chan PowerBoxing - 25% </li></ul></ul><ul><ul><li>Jillian Michaels Fitness Ultimatum - 20%  </li></ul></ul><ul><li>Best Rehabilitation Exergame ( ) </li></ul><ul><ul><li>Wii Fit and Wii Fit Plus  - 37% </li></ul></ul><ul><ul><li>Wii Sports - 18% </li></ul></ul><ul><ul><li>Trazer 2 - 18%  </li></ul></ul><ul><li>Best Group Fitness Exergame </li></ul><ul><ul><li>Positive Gaming iDANCE2  - 37% </li></ul></ul><ul><ul><li>HOPSports Training System - 32% </li></ul></ul><ul><ul><li>Xerdance - 16%  </li></ul></ul>
  40. 40. Exergaming Awards 2010 <ul><li>Best Gateway Exergame </li></ul><ul><ul><li>Wii Sports  - 47% </li></ul></ul><ul><ul><li>XaviX Sports - 18% </li></ul></ul><ul><ul><li>Microsoft Kinect Sports - 17%  </li></ul></ul><ul><li>Best Competition Exergame  </li></ul><ul><ul><li>Gamercize Pro-Sport for Xbox 360  - 28% </li></ul></ul><ul><ul><li>Exerbike - 20% </li></ul></ul><ul><ul><li>Source Brands Gamebike - 18%  </li></ul></ul><ul><li>Best Brain Exergame </li></ul><ul><ul><li>NeuroActive Brainbike  - 39% </li></ul></ul><ul><ul><li>Fisher Price Smart Cycle - 26% </li></ul></ul><ul><ul><li>Footgaming FootPOWR Pad - 13%  </li></ul></ul>
  41. 41. Exergaming Awards 2010 <ul><li>Best Music in an Exergame </li></ul><ul><ul><li>Positive Gaming iDANCE2  - 33% </li></ul></ul><ul><ul><li>Ubisoft Just Dance - 27% </li></ul></ul><ul><ul><li>Walk it Out for Wii - 23%  </li></ul></ul><ul><li>Best Commercial Exergame 2010  </li></ul><ul><ul><li>Positive Gaming iDANCE2  - 40% </li></ul></ul><ul><ul><li>Gamebike 2 - 18% </li></ul></ul><ul><ul><li>Makoto 2 - 17%  </li></ul></ul><ul><li>Best Home Exergame 2010 </li></ul><ul><ul><li>Microsoft Kinect Sports  - 29% </li></ul></ul><ul><ul><li>EA Sports Active 2 - 26% </li></ul></ul><ul><ul><li>Nintendo Motion Plus - Wii Sports Resort - 21%  </li></ul></ul>
  42. 42. Who voted? <ul><li>Public Voting </li></ul><ul><li>Full Demographics </li></ul><ul><li>Optional Questions </li></ul>
  43. 43. What else did we ask? Results: 1. Ease of Use    2. Calorie Burn    3. Game Play
  44. 44. Want to know more? <ul><ul><li>Results - </li></ul></ul><ul><ul><li>Press Releases - </li></ul></ul><ul><ul><ul><li>   </li></ul></ul></ul><ul><ul><ul><li> </li></ul></ul></ul>
  45. 45. What have we achieved?  <ul><ul><li>Free information resource (wiki) </li></ul></ul><ul><ul><li>Exergaming Prezi - Interactive Online Presentation Program </li></ul></ul><ul><ul><li>The Exergame Network Blog </li></ul></ul><ul><ul><li>Social networking presence </li></ul></ul><ul><ul><li>Online lobbying </li></ul></ul><ul><ul><li>Collaborations (ECA, AHA) </li></ul></ul><ul><ul><li>Dissemination of Research / News </li></ul></ul><ul><ul><li>Successful Media Releases </li></ul></ul><ul><ul><li>Conferences (AAHPERD, LIW) </li></ul></ul><ul><ul><li>The Exergame Network Awards </li></ul></ul><ul><ul><li>TEN Rating System </li></ul></ul><ul><ul><li>This Presentation! (USA / UK / Australia) </li></ul></ul><ul><ul><ul><ul><li>  </li></ul></ul></ul></ul><ul><ul><ul><ul><li>                                        </li></ul></ul></ul></ul>
  47. 47. The Purpose of the Ratings <ul><ul><li>Typical Exergaming evaluation BEFORE </li></ul></ul><ul><ul><ul><li>Subjective &quot;game&quot; reviews [or] </li></ul></ul></ul><ul><ul><ul><li>Quantitative Research Studies </li></ul></ul></ul><ul><ul><li>TEN Rating System NOW </li></ul></ul><ul><ul><ul><li>Experience Led </li></ul></ul></ul><ul><ul><ul><li>Surveyed results </li></ul></ul></ul><ul><ul><ul><li>Experts evaluation </li></ul></ul></ul><ul><ul><ul><li>Standarisation </li></ul></ul></ul><ul><ul><ul><li>Multi-level result (layered onion rating system) </li></ul></ul></ul>
  48. 48. How we got there... We had an idea to  better define exergaming and communicate the best attributes by rating exergames
  49. 49. How we got there... ... from Australia
  50. 50. How we got there... All of TEN's online collaboration tools were used to design a framework for the Ratings System. For closer collaboration, we moved on to TEN Skype calls
  51. 51. How we got there... We had our first list of &quot;test&quot; exergames
  52. 52. How we got there... <ul><ul><li>Wii Fit </li></ul></ul><ul><ul><li>Wii Sports </li></ul></ul><ul><ul><li>EA Sports Active </li></ul></ul><ul><ul><li>Sony Eyetoy </li></ul></ul><ul><ul><li>PS2 DDR </li></ul></ul><ul><ul><li>Rockband </li></ul></ul>
  53. 53. How we got there... ... everyone's view was debated
  54. 54. How we got to there... The results were published, and made headline news around the world for exergaming
  55. 55. Where we are now? <ul><ul><li>2 Years later... </li></ul></ul><ul><li>  </li></ul><ul><li>All Games/Exergames are subjected to a multi-level review: </li></ul><ul><ul><li>Released on Survey Gizmo for Exergaming Experts to rate </li></ul></ul><ul><ul><li>10 Categories </li></ul></ul><ul><ul><ul><li>  3 Mandatory categories (M21) </li></ul></ul></ul><ul><ul><ul><li>  7 Optional categories (O49) </li></ul></ul></ul><ul><ul><li>Rating result out of 70 - converted to a percentage! </li></ul></ul><ul><ul><li>Results vigorously discussed and debated via TEN social media sites </li></ul></ul><ul><ul><li>Results finalized through TEN Skype  </li></ul></ul><ul><ul><li>Category results and the overall rating out of 70 released through TEN social media sites. </li></ul></ul>
  56. 56. Exergaming &quot;Must Haves&quot; <ul><li>M21 Score </li></ul><ul><ul><li>GAME PLAY : The overall quality and &quot;fun&quot; factor of the game. Are the challenges in the game balanced, well designed and engaging? </li></ul></ul><ul><ul><li>INTERFACE : Does the game’s interface/s, allow an immersive, seamless and accurate response between the user and the game - hand-held motion senses, balance boards, dance pads, cameras, interactive screens, ancillary equipment etc. </li></ul></ul><ul><ul><li>EXERCISE : How much physical energy is required to complete the challenges or mini-games  </li></ul></ul>
  57. 57. Exergaming Desirables <ul><li>  O49 Score </li></ul><ul><ul><li>CUSTOMIZATION   : Can ‘game play’ aspects be altered and reorganized to suit the player’s preferences (e.g. can you customize your avatar, can you choose which exercises to combine) </li></ul></ul><ul><ul><li>ACCESSIBILITY   : Does the game allow for a player of any skill level to take part, and does the game scale in difficulty with the players increasing skills and abilities. </li></ul></ul><ul><ul><li>BIOMETRIC FEEDBACK :   Is the player able to view, store and retrieve fitness, health and competition data from the game (e.g. the players score, their BMI, skill level graphs, etc) </li></ul></ul>
  58. 58. Exergaming Desirables <ul><ul><li>INTERVENTION CAPACITY : Does the game promote interest in pursuing conventional exercise or activity as a result of participation in the Exergaming experience (e.g. Does Wii Tennis encourage the player to try real tennis) </li></ul></ul><ul><ul><li>SOCIALISATION :  Does the game offer local and online multiplayer or cooperative play, which offers support & socialization between players. </li></ul></ul><ul><ul><li>SUSTAINABLE :  Does the overall exercise and gaming experience lead the user to desire repetition of the experience. Leads the ability gain health benefits through prolonged use. </li></ul></ul><ul><ul><li>SAFETY :  A genuine effort to outline how to safely utilize the product/service that is understood by any and all participants, and is the product robust and reliable to suit its purpose? </li></ul></ul>
  59. 59. T RS Results
  60. 60. T RS Results
  61. 61. T RS Results
  62. 62. Feedback/Future Ratings <ul><ul><li>New exergames to be examined </li></ul></ul><ul><ul><ul><li>PlayStation Move - Start the Party </li></ul></ul></ul><ul><ul><ul><li>Microsoft Kinect Sports </li></ul></ul></ul><ul><ul><ul><li>Nintendo Motion Plus - Wii Sports Resort </li></ul></ul></ul><ul><ul><ul><li>Ubisoft Just Dance 2 for Wii </li></ul></ul></ul><ul><ul><ul><li>EA Sports Active 2 for Wii </li></ul></ul></ul><ul><ul><ul><li>PlayStation Move - Dance Central  </li></ul></ul></ul><ul><ul><li>   </li></ul></ul><ul><ul><li>Round 2 results published this Summer! </li></ul></ul>
  63. 63. Want to know more? <ul><ul><li>Results - </li></ul></ul><ul><ul><li>Design - </li></ul></ul><ul><ul><li>Press Release -  </li></ul></ul><ul><ul><ul><li>   </li></ul></ul></ul>
  64. 64. Why the Success?
  65. 65. Why TEN is Successful <ul><ul><li>Which do you think? </li></ul></ul><ul><ul><ul><li>Money / Funding?  </li></ul></ul></ul><ul><ul><ul><li>Incorporation? </li></ul></ul></ul><ul><ul><ul><li>Organizational Hierarchy? </li></ul></ul></ul><ul><ul><ul><li>Roles / Responsibilities? </li></ul></ul></ul><ul><ul><ul><li>Affiliation / Sponsors? </li></ul></ul></ul><ul><ul><li>Our success is because of: </li></ul></ul><ul><ul><ul><li>The passion and dedication of the people involved </li></ul></ul></ul><ul><ul><ul><ul><li>rewarded by mutual benefits and open networking   </li></ul></ul></ul></ul><ul><ul><ul><ul><li>fun and social - &quot;Like a mini-GFH every two weeks&quot; Dr.M </li></ul></ul></ul></ul><ul><ul><li>Now we can take a look at the above... interested? </li></ul></ul>
  66. 66. Why TEN is Successful <ul><ul><li>Next Steps </li></ul></ul><ul><ul><ul><li>Funding </li></ul></ul></ul><ul><ul><ul><li>Incorporation   </li></ul></ul></ul><ul><ul><ul><li>Appointments </li></ul></ul></ul><ul><ul><ul><li>Sponsorship / Affiliation </li></ul></ul></ul><ul><ul><ul><li>Corporate and Individual Memberships </li></ul></ul></ul><ul><li>  </li></ul><ul><ul><li>More projects - Commercial exergaming buying guide (print and online), TRS round 3 and more! </li></ul></ul><ul><ul><li>Contact: </li></ul></ul>
  67. 67. Now it's your turn to join in… Richard Coshott [email_address] Lisa Witherspoon Hansen [email_address] Brett W M Young [email_address] TEN “QR Code”