Showing posts with label DDR. Show all posts
Showing posts with label DDR. Show all posts

Monday, February 20, 2017

Dance Dance Revolution (DDR) - Mini-Doc

This is the arcade game that got me interested in the world of technology and fitness, so when I saw this video on Arcade Heroes, I had to put it up here as well.

One sentence stood out to me was "DDR saved the arcade industry in Japan." I wonder what facts led the filmmaker to that conclusion and how many others also believe this?

I agree with the face that DDR is extremely social in nature, but it can also be intimidating to people who are apprehensive about "performing" in front of others....which is why it is important to have good coaches/teachers to guide them through the learning and improvements stages.




Click here to read more of ExerGame Lab's archived posts involving research studies. 

Tuesday, March 11, 2014

Go Dance with Sega's Free Mobile App #Exergaming

Sega America released a free iOS mobile #exergame app called Go Dance in September 2013 but this weeks its free, so grab it before it goes back to $1.99. Using the iOS device camera and Extreme Reality's Extreme Motion SDK, Go Dance detects the players movements and awards points on how accurate the moves were to the game's sequence.

Exergaming Points @ Ponder (ExP2P)
  • One of the screenshots says that Go Dance is the world's first Dance game for iPhone, iPad, iPod Touch devices with cameras, but its not the only one. Konami released their version a while back called DDR Pocket Edition but instead of using the camera, the iOS device has to be held while dancing in order to detect steps roughly in time with the DDR arrows scrolling on screen.
  • Given the two different games, I would lean in favor of using the camera option with Go Dance as holding the device while danceing is just waiting for a disaster to happen...especially with students.
  • It would be great to use your own songs to dance to and choreograph your own moves like in Exergame Station.
  • Judging by the number of ratings, Sega Go Dance has nearly 1000 ratings whereas Konami's DDR Pocket Edition has only 13, it appears the "people have spoken".....especially considering Pocket Edition is a free app.


Check out after the jump for the rest of the screenshots.

Wednesday, October 31, 2012

PhD Defense: Comparing MVPA, EE, RPE, & Enjoyment in Adolescents Playing Exergames

A couple of weeks ago I defended my dissertation titled: "Comparing MVPA, Duration, EE, RPE & Enjoyment of Adolescents Playing Exergames". I would like to thank everyone who has been so helpful and instrumental in getting me to this point, especially my Committee Chair Dr. Melissa Bopp; Committee Members:  Dr. Linda Caldwell, Dr. R. Scott Kretchmar, Dr. Karl Newell; and Dr. John Challis (former Grad Coordinator) all of Penn State University; PSU & SUNY Cortland Faculty and Staff; the Cortland YMCA staff and participants, and of course my wonderful and loving family. Some of the details have been omitted as the separate papers are in the process of being submitted to separate journals but it gives you a rough estimate of what I was investigating. If you have any questions please feel free to contact me.

Click here to explore more of ExerGame Lab's archived posts involving research studies. 

Thursday, May 24, 2012

Positive effect of videogames #exergames on body composition

Researchers (Maddison et al.) from New Zealand analyzed data from a randomized controlled trial of an active videogame intervention on body composition, looking at mediating effects of secondary outcomes. The trial found that playing the videogame reduced participants’ body mass index at 24 weeks, but, there was no effect on physical activity (physical activity levels were the same) or food snacking.

The researchers concluded that “playing exergames can have a positive effect on body composition in overweight or obese children and this effect is most likely mediated through improved aerobic fitness.” They also indicated additional research about this type of intervention and mediators, such as preferences for physical activity or changes in sedentary behavior, is needed.

Maddison R, Ni Mhurchu C, Jull A, Prapavessis H, Foley LS, & Jiang Y (2012). Active video games: the mediating effect of aerobic fitness on body composition. The International Journal of Behavioral Nutrition and Physical Activity, 9 (1) PMID: 22554052

Participants
322 overweight and obese children aged 10–14 years.

Exergames Played
EyeToy Play3, EyeToy Kinetic, EyeToy Sport, and Dance Factory

Results
Only aerobic fitness at 24 weeks met the conditions for mediation, and was a significant mediator of BMI.

Exergaming Points 2 Ponder (P2P)
  • If there was no difference in physical activity, why was there a difference in VO2 change? How do you explain the difference?
  • If the accelerometer epoch was not sensitive enough to capture the data effectively for time spent exergaming, how can you be sure that the exergames mediated the change in body composition via increased fitness. In other words, how do you know that the participants got fitter from playing exergames?
  • Were they given a prescription to play a certain number of times, intensity, difficulty, with or without friends/family?
  • Should fitness levels be an accurate proxy measure when using similar accelerometers for exergaming studies?
  • What would you have done differently?
Click here to explore more of ExerGame Lab's archived posts involving research studies. 

Other paper published on same data:
Maddison, R., Foley, L., Ni Mhurchu, C., Jiang, Y., Jull, A., Prapavessis, H., Hohepa, M., & Rodgers, A. (2011). Effects of active video games on body composition: a randomized controlled trial American Journal of Clinical Nutrition, 94 (1), 156-163 DOI: 10.3945/ajcn.110.009142
The 8th Annual Games for Health Conference in Boston, MA at the Hyatt Harboside Hotel is June 12-14 -- under one month away!
Register today at: http://www.regonline.com/gbew2012



Additional Games for Health Keynotes!
Constance Steinkuehler Squire, senior policy analyst for the White House Office of Science and Technology Policy, will discuss the opportunities for videogames to address national challenges, including those in health, health care, and biotechnology.

Bill Crounse, MD, senior director of worldwide health for Microsoft, will present “Connecting & Kinecting Health and Health Care,” which will explore how Microsoft and its partners are merging its information and game technologies to create global solutions for personal health and professional health care.

Jane McGonigal, New York Times bestselling author and co-founder of SuperBetter Labs, will highlight the design and release of SuperBetter, a game-based social application designed to help people boost personal resilience and lead healthier, longer, and more positive lives.


Jay Walker, curator and chairman of TEDMED, a global community of people who passionately believe that the future of health and medicine is here, will provide the end-of-conference special guest keynote: “Gaming the System”.


About Games for Health
Founded in 2004, the Games for Health Project supports the development of the health games community, champions efforts to mainstream health games, and brings together researchers, medical professionals, and game developers to share information about the impact games and game technologies can have on health, health care, and policy. The Pioneer Portfolio of the Robert Wood Johnson Foundation is a major supporter of both the Games for Health Project and its annual Games for Health Conference.


About the Robert Wood Johnson Foundation and its Pioneer Portfolio
The Robert Wood Johnson Foundation focuses on the pressing health and health care issues facing the United States. As the nation’s largest philanthropy devoted exclusively to improving the health and health care of all Americans, the Foundation works with a diverse group of organizations and individuals to identify solutions and achieve comprehensive, meaningful and timely change. Projects in the Pioneer Portfolio are future-oriented and look beyond conventional thinking to explore solutions at the cutting edge of health and healthcare. For more information, visit www.rwjf.org/pioneer.


To see all the latest scheduled sessions please visit:
Our Schedule Block Page

You can also follow us  on Twitter. 

Increased understanding of why and how physical activity impacts on health outcomes is needed to increase the effectiveness of physical activity interventions. A recent randomized controlled trial of an active video game (PlayStation EyeToyTM) intervention showed a statistically significant treatment effect on the primary outcome, change from baseline in body mass index (BMI), which favored the intervention group at 24 weeks. In this short paper we evaluate the mediating effects of the secondary outcomes.
Objective
To identify mediators of the effect of an active video games intervention on body composition.
Methods
Data from a two-arm parallel randomized controlled trial of an active video game intervention (n = 322) were analyzed. The primary outcome was change from baseline in BMI. A priori secondary outcomes were considered as potential mediators of the intervention on BMI, including aerobic fitness (VO2Max), time spent in moderate-to-vigorous physical activity (MVPA), and food snacking at 24 weeks.
Results
Only aerobic fitness at 24 weeks met the conditions for mediation, and was a significant mediator of BMI.
Conclusion
Playing active video games can have a positive effect on body composition in overweight or obese children and this effect is most likely mediated through improved aerobic fitness. Future trials should examine other potential mediators related to this type of intervention. Trial registration Australian New Zealand Clinical Trials Registry Website: http://www.anzctr.org.au Study ID number: ACTRN12607000632493

Monday, May 21, 2012

Children with CP Benefit from #exergames

#Exergaming can one way to incorporate more physical activity into the day and hopefully reduce the amount of sedentary time (The irony is not lost as I'm sitting down to write this). Seventeen children with Cerebral Palsy played exergames such as DDR, Wii Tennis-Bowling-Boxing and doubled their energy expenditure (above resting MET) ~ 2.22 MET. Boxing had the highest EE (3.36 MET) while DDR elicited 3.2 METs which is at the threshold of moderate intensity (MPA). Although this is not vigorous enough for cardiovascular endurance or strength training, it effectively burns twice as much as sitting down.

Exergaming Points To Ponder (P2P)

  • Did the researches have them play a version of the same games while seated? 
  • Are there condition specific cut-offs for children with CP for cardiorespiratory fitness indicators? 
  • Would an exergame system like the GameCycle have been more appropriate to establish a baseline fitness level?


Howcroft J, Klejman S, Fehlings D, Wright V, Zabjek K, Andrysek J, & Biddiss E (2012). Active Video Game Play in Children With Cerebral Palsy: Potential for Physical Activity Promotion and Rehabilitation Therapies. Archives of Physical Medicine and Rehabilitation PMID: 22571917

Click here to explore more of ExerGame Lab's archived posts involving research studies. 
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Friday, May 4, 2012

Energy Expenditure and Enjoyment playing #Exergames (study)

What are the differences between #exergaming and sedentary gaming in terms of energy expenditure and enjoyment?  This is one of my main research interests but primarily in children and adolescents.  Unfortunately, Wii-Fit and DDR only increased metabolism 3 times above resting MET which is considered to be of low intensity level (3.1 MET) whereas in other studies, we've seen much higher levels including moderate and even some vigorous.

Exergaming Points 2 Ponder (P2P)
  • The sample was on 18-35 young adults but the 30-35 range seems a little high to be considered a young adult, no?
  • As in many exergaming studies, the genre, interaction, and user-interface are so different it is hard to really compare them.
  • Were all these participants novice users to all of the games?
  • Were the participants novice game players?
  • What level of motor (gross and fine) or musical skill did they have?
  • Their conclusion of finding "Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior" is a little disheartening as the PA intensity levels are so low with these games - how much lower can they be yet still have an impact on reduced sedentary activity. Perhaps we should be supporting ways to adapt the enjoyable games to make them more vigorous without taking away from the game-play.

Click on my Mendeley Advisor profile to see more information about my publications:

Stephen Yang is a member of Education on Mendeley.


Click here to see previous post on Using Exergames in Schools

Purpose: Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller).

Methods: Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women).

Results: All games except shooter games significantly increased energy expenditure over rest (P < 0.001). Fitness and dance games increased energy expenditure by 322% (mean ± SD = 3.10 ± 0.89 METs) and 298% (2.91 ± 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 ± 0.28 METs) and shooter games (23%, 0.91 ± 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P < 0.001). Body mass-corrected energy expenditure was greater in normal weight than in overweight participants in the two most active game types (P < 0.001).

Conclusions: Active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.

Lyons EJ, Tate DF, Ward DS, Bowling JM, Ribisl KM, & Kalyararaman S (2011). Energy expenditure and enjoyment during video game play: differences by game type. Medicine and science in sports and exercise, 43 (10), 1987-93 PMID: 21364477

Related articles
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Tuesday, May 1, 2012

#Exergaming with DDR Classroom (Gym) Edition: Appropriate?

The field of large group #exergaming just got a little more crowded with Konami's release of DDR Classroom (Gym) Edition. Which really should be labeled Gym Edition because you could not fit 48 pads in a classroom. In a field with already packed with iDANCE, Move+, iSTEP, BlueFit (now discontinued), HopSports, and Xerdance...Konami jumps in with SmartCard tracking to log steps and most likely MVPA. A great way for teachers and students to be more accountable for the time they spend in PE and PA.

After using iDANCE for the past couple of years, I really like the appropriateness of their songs for schools (click here for a story by Andrew Snide on how he used iDANCE in a local elementary school to great success)  and question the use popular songs with  suggestive lyrics especially in the trailer they released to the market, http://www.gametrailers.com/video/debut-trailer-ddr-classroom/729365

So this is exactly what I tell teachers and students that when we choose activities, stories, songs, and topics - we have to make sure that the subject matter and content is developmentally appropriate for the audience.  These are the lyrics to the song that accompanies the Konami trailer video - so you decide if you want to play it during school time as part of your students' Academic Learning Time (ALT)...



Uno, dos, tres

It's been a really really messed up week
Seven days of torture, seven days of bitter
And my girlfriend went and cheated on me
She's a California dime but it's time for me to quit her

La la la, whatever, la la la, it doesn't matter, la la la, oh well, la la la

We're going at it tonight tonight
There's a party on the rooftop top of the world
Tonight tonight and we're dancing on the edge of the Hollywood sign
I don't know if I'll make it but watch how good I'll fake it
It's all right, all right, tonight, tonight

I woke up with a strange tattoo
Not sure how I got it, not a dollar in my pocket
And it kinda looks just like you
Mixed with Zach Galifianakis

La la la, whatever, la la la, it doesn't matter, la la la, oh well, la la la

We're going at it tonight tonight
There's a party on the rooftop top of the world
Tonight tonight and we're dancing on the edge of the Hollywood sign
I don't know if I'll make it but watch how good I'll fake it
It's all right, all right, tonight, tonight

You got me singing like
Woah, come on, ohh, it doesn't matter, woah, everybody now, ohh

Just don't stop let's keep the beat pumpin'
Keep the beat up, let's drop the beat down
It's my party dance if I want to
We can get crazy let it all out

Just don't stop let's keep the beat pumpin'
Keep the beat up, let's drop the beat down
It's my party dance if I want to
We can get crazy let it all out

It's you and me and were runnin this town
And it's me and you and we're shakin the ground
And ain't nobody gonna tell us to go cause this is our show

Everybody
Woah, come on, ohh, all you animals
Woah, let me hear you now, ohh

Tonight tonight there's a party on the rooftop top of the world
Tonight tonight and we're dancing on the edge of the Hollywood sign
I don't know if I'll make it but watch how good I'll fake it
It's all right, all right, tonight, tonight
It's all right, all right, tonight, tonight
Yeah it's all right, all right, tonight, tonight

Just singing like
Woah, come on, ohh, all you party people
Woah, all you singletons, ohh (even the white kids)

Just don't stop let's keep the beat pumpin'
Keep the beat up, let's drop the beat down
It's my party dance if I want to
We can get crazy let it all out

Just don't stop let's keep the beat pumpin'
Keep the beat up, let's drop the beat down
It's my party dance if I want to
We can get crazy let it all out

Click here to explore more of ExerGame Lab's archived posts involving research studies. 

Tuesday, October 18, 2011

VPA in Dance Exer-Game (study)

Festival du jeu vidéo 2008 (video game festiva...Image via WikipediaHere's a new article invloving adults playing from the ADAM lab on Long Island


Vigorous Energy Expenditure with a Dance Exer-game. JEPonline  2011;14(4):13-28. 

Physical inactivity is a risk factor for heart disease, diabetes, and obesity. Efforts to increase physical activity can include active video games. While many active video games demonstrate exertion levels commensurate with light  to moderate exercise, it is unclear whether these games can meet requirements for vigorous activity. The purpose of this study was to determine whether the active videovgame, Dance Dance Revolution (DDR), can provide vigorous exercise vin a wide range of adults. Twelve adults (18 to 53 yrs, BMI 18 to 37) were studied while  playing DDR at an advanced level. Metabolic measures were collected during a 30  min game-play protocol  at the advanced  “Heavy” level of difficulty.  Mean values achieved were the following: 8 METs, heart rate 157 beats·min-1, and energy expenditure 9  kcal·min-1.  DDR is played similarly to that of interval type exercise where  each game-song is followed by a brief rest period. Subjects reported that  DDR  is fun, and that the competitive nature of playing with  others is enjoyable. This  study found that DDR is effective in meeting vigorous physical a requirements  for improving or maintaining physical fitness.


Click here to explore more of ExerGame Lab's archived posts involving research studies. 
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Monday, June 6, 2011

Exergaming Heart Rate and Perceived Exertion Self-Selected Intensities (study)

Abstract
Exergames may be useful for promoting physical activity in younger populations. Heart rate (HRs) responses and rating of perceived exertion (RPE) at self-selected intensities were compared in college-age participants during 2 modes of exergame activity vs. traditional exercise. Thirty-seven participants (men: 20, women: 17) completed 3 30-minute self-selected intensity trials: (a) video game interactive bicycle ergometer (GB) (CatEye GB300), (b) interactive video dance game (Dance Dance Revolution [DDR]), and (c) traditional cycle ergometer (CE) while watching television. Mean HR, peak HR (PkHR), and minutes above target HR (THR) were significantly higher for GB (144 ± 22 b·min−1 [57% HR reserve (HRR)], 161 ± 23 b·min−1, and 22.5 ± 11.1 minutes) than for DDR (119 ± 16 b·min−1 [37% HRR], 138 ± 20 b·min−1, and 11.2 ± 11.9 minutes) or for CE (126 ± 20 b·min−1 [42% HRR], 144 ± 24 b·min−1, and 14.2 ± 12.6 minutes). The RPE was significantly higher for GB (4.2 ± 1.5) and CE (3.8 ± 1.2) than for DDR (2.7 ± 1.3). Recovery HR (RecHR) (15 minutes postexercise) was significantly higher for GB (91 ± 14 b·min−1) than for DDR (80 ± 11 b·min−1) and neared significance vs. CE (84 ± 14 b·min−1p = 0.059). No difference in PkHR, RecHR, or minutes above THR was observed between DDR and CE. Session RPE was significantly higher for GB (4.6 ± 1.7) and CE (4.1 ± 1.6) than for DDR (2.8 ± 1.5). All modes elicited extended proportions of time above THR; GB: 75%, DDR: 37%, and CE: 47%. Results support that exergames are capable of eliciting physiological responses necessary for fitness improvements. Practitioners might consider exergames as periodic activity options for clients needing motivation to be regularly active.


Kraft JA, Russell WD, Bowman TA, Selsor CW 3rd, & Foster GD (2011). Heart rate and perceived exertion during self-selected intensities for exergaming compared to traditional exercise in college-age participants. Journal of strength and conditioning research / National Strength & Conditioning Association, 25 (6), 1736-42 PMID: 21386720


Click here for more studies in the ExerGame Lab archives. 

Friday, January 7, 2011

Saying I to Eye Control (icontrol) Exergaming? [CES]


At CES 2011, Waterloo Labs (National Instruments) demo'd their proof-of-concept eye-controlled gaming system, using a DDR-type mock-up. It makes you wonder the limits a person can can sustain repetitive rapid eye movements in such distinct patterns - as opposed to regular game play where you get to look all around the screen (or HUD if using VR).  I also wonder how much interference you get once you start moving around and whether the artifacts and sampling error can be overcome with the use of a visual reference system, a la Kinect or PS3 Eye.

Now using eye movements is nothing new, but its good to see people taking the time to use affordable sensors for gaming purposes. I love the open-source EyeWriter project as a prime example of using eye control for computer interaction.  Get hacking!

Friday, June 4, 2010

Heart Rate And Perceived Exertion Responses During Self-selected Intensities For "Exergaming" In College-age Participants [Study]

Author(s): Justin Kraft, William Russell, Tracy Bowman, Clifford Selsor, Grant Foster. Missouri Western State University, St. Joseph, MO. (Sponsor: James Matthew Green, FACSM)
Email: jkraft@missouriwestern.edu


Abstract: Incorporation of exergames into routine training may be a beneficial strategy for promoting physical activity, especially in younger populations. 

PURPOSE: This study compared heart rate (HR) and rate of perceived exertion (RPE) responses at self-selected intensities in college-age participants during two modes of ‘exergame’ activity versus a traditional exercise mode. 

METHODS: Thirty-seven college-age participants (males: 20, females: 17) completed three 30 minute trials at a self-selected intensity for: (1) video game interactive bicycle (CatEye GB310) ergometer (GB) activity, (2) interactive video dance game (DDR) (Dance Dance Revolution for Sony Playstation 2), and (3) traditional cycle ergometer (CE), while watching television. 

RESULTS: Mean HR, peak HR (PkHR), and minutes above target HR (THR) were significantly higher for GB (144 ± 22 bpm (57% HR Reserve (HRR)), 161 ± 23 bpm, and 22.5 ± 11.1 min) than DDR (119 ± 16 bpm (37% HRR), 138 ± 20 bpm, and 11.2 ± 11.9 min) or CE (126 ± 20 bpm (42% HRR), 144 ± 24 bpm, and 14.2 ± 12.6 min) respectively. RPE was significantly higher for GB (4.2 ± 1.5) and CE (3.8 ± 1.2) than DDR (2.7 ± 1.3). Recovery HR (RecHR) (15 min post-exercise) was significantly higher for GB (91 ± 14 bpm) than DDR (80 ± 11 bpm) and approached significance versus CE (84 ± 14 bpm, p = 0.059). No difference in PkHR, RecHR, or minutes above THR was observed between DDR and CE. Session RPE (15 min post-exercise) was significantly higher for GB (4.6 ± 1.7) and CE (4.1 ± 1.6) than DDR (2.8 ± 1.5). No Session RPE differences were observed between GB and CE. All modes elicited extended proportions of time above THR; GB: 75%, DDR: 37%, and CE: 47%. 

CONCLUSIONS: Time spent exercising above minimal recommended exercise intensity during exergame play was comparable (and greater for GB) to traditional stationary cycling. Results indicate that GB or DDR play were a comparable alternative to traditional exercise. Consequently, incorporation of exergames into routine training may be a viable option for enhancing physical activity.

Sunday, December 20, 2009

SciRAVE Hands-On (Matt Outen)

Here is the beginning of my post.


I gave my student Matt the assignment of playing SciRAVE and to put together a little movie from the different screenshots that he created.

SciRAVE is a pretty cool idea: take a fun game like DDR or Guitar Hero and have the songs be about Science topics. The game works like any Dance Dance Revolution game, you have to step on the matching arrows as they rise to the top of the screen. The arrows rise to the beat of the song, in this case science songs. The goal of this game is to teach children concepts of science while they are playing an enjoyable game. The only problem I have with the game is that the words are too hard to understand for most songs. Also, so much focus is going into hitting the arrows at the right time that there is little time to focus on the lyrics. Other than that it's a pretty fun game. You can check it out at: www.jmtour.com/scirave/

And here is the rest of it.

Tuesday, September 29, 2009

ExerGame Korea Launches at KSF 2009 - Korea Serious Games Festival


Founder of ExerGame Korea, Daniel Joon (3rd from right back row) officially launched his company as the exclusive distributor of Exergame Fitness (www.exergamefitness.com) in South Korea. With the governor on hand to launch the Korea Serious Games Festival 2009 and try out iDance (www.positivegaming.com) and Lightspace Wall and Floor (www.lightspace.com), the media and crowds kept everybody really busy. Besides myself (far left, back row), also on hand to support the launch of ExerGame Korea at KSF 2009 was (left to right, front row) Emily Rosenberry and Basilius van Houte from Positive Gaming and Ed Kassanders and Kurt Turner from Exergame Fitness USA.

Check back for more updates from the 2009 KSF. Wee Hii Yaa!

Saturday, August 29, 2009

Presenting Active Gaming at 2009 Korean Serious Games Festival

Korea Gets Serious About Games: Active Gaming Included!

I am fortunate to be headed to Korea to speak at the 2009 Korean Serious Games Festival on September 25th-27th at the Seongnam Korea Design Center near Bundang. The Gyeonggi Digital Contents Agency (organizer of the festival) posted some promotional videos (in Korean) for 2009 KSGF on their YouTube channel.


Some of the exergaming / active gaming products going will be the iDance multiplayer system and a LightSpace Floor and Wall system. I will be traveling with Ed Kasanders and Tommy Seilheimer of Motion Fitness / Exergame Fitness and I just heard that Ole and Bas of Positive Gaming AB will also be presenting iDance at the festival. This will be a great opportunity to see how Korea is embracing Games For Health and what their goals will be for the next few years in terms of the Serious Games movement.

Rising star in the industry sees Serious Games as ‘an emerging blue ocean’

The South Korean government has pledged to invest 80 billion Won ($63m) into the nation’s growing serious games market.

The government expects these investments will catalyse the nation’s Serious Games sector growth to reach a market value of $400 million by 2012. The initial 80 billion Won investment will fund the development of general educational games, military simulations, as well as medical training titles.

The initiative was sparked from a joint effort between the Ministry of Culture, Sports and Tourism and national newspaper Etnews. Those two forces together sponsored the nation’s Serious Games Forum, a national network where professionals and interested parties could network and exchange ideas.

Yu In-chon, ex-film star and now South Korea’s minister of Culture, Sports and Tourism, said: “The functional game market is at an early stage, but the market is an emerging blue ocean. The government is going to give support to prompt private investment in that field.”

Last year the South Korean government had invested 350 billion Won in the recreational games industry. (Via )


And here is the rest of it.

Sunday, March 29, 2009

Can games like 'Wii Fit' really work it?

I was contacted by Kim Painter, Senior Health Columnist for USA Today, for comments on how effective exergames are for cardiovascular benefits and overall health. We had a great discussion and here is the article that was just posted online today.

But games that are more demanding, more interactive or both are on the way or already available, says Stephen Yang, assistant professor of physical education at the State University of New York-Cortland. For addictive, calorie-burning fun, Yang recommends Eye Toy Kinetic (for PlayStation2), a workout game that points a camera at the user to track movements and provide instant feedback.


He also likes tween favorite Dance Dance Revolution (for various game systems), which is not marketed as an exercise game but fits the bill. And he directs parents to Gamercize, a British import that connects to any video game system — and keeps it running only as long as the user keeps moving on a mini-bike or step machine.


The future will bring games that track heart rates and keep exercisers working at a challenging but safe pace, he says. Virtual group workouts, with participants connected online to a live coach, will happen, too, he says.


But the games that work best, Yang says, will be the ones that are the most fun.



Saturday, March 28, 2009

Wii Balance Board Stepmania Hack


The Exergaming World is flourishing and the proof is in the pudding. Every day there are games that are surfacing that might encourage someone to engage and enjoy physical activity. As a physical educator, sometimes we assume we know what our students will enjoy, but that is not always the case. You never know what will be appealing and therefore you must always be open to new ideas and ways of doing things. David Lippman, a Mathematics professor at Pierce College at Ft Steilacoom in Lakewood, WA, contacted me about his Wii Balance Board Stepmania hack. I've always said that because of how accessible all these gaming devices have become, more and more people will be able to create novel games and user interfaces.


Stepmania with a Balance Board from David Lippman on Vimeo.


Thank you David for the great video and for providing the code for us to use...and for making us feel like we're actual hackers. I am going to try it out and see how it works.

He also mentioned that Cardio Boxing is on the way:
Punch left (nunchuck) on down arrow; punch right (wiimote) on up arrow. Step on balance board for left/right arrows



And here is the rest of it.

Thursday, August 14, 2008

Dance Bollywood = Dance Mela

Ben just showed us Dance Mela from India. Culturally relevant games is so important whether they are electronic or not.

Saturday, July 19, 2008

Groove Motion DDR

I hadn't seen these pictures before and I know Konami is not the only one to have a group DDR game. Imagine a health club game that combines DDR, EyeToy Kinetic, and Yourself! Fitness and have everyone wear accelerometers to keep track of calories burned and then you would have Groove Motion DDR. Apparently there are six programs that include yoga and martial arts (Kung Fu a la EyeToy). As we speak this may be in many of the 100's of Konami's fitness clubs in Japan.
[Via Kotaku &
beatmaniaIIDX]

Tuesday, June 10, 2008

DDR Mobile...seriously


We know that DDR has shown to be one of the better exergames for eliciting moderate to vigorous physical activity intensities (1, 2, 3. 4). However with the release of DDR Mobile and DDR 3D Mobile none of those benefits will be possible.
[Via Joystiq, Electricpig, Mobile Entertainment]

Monday, June 2, 2008

The Winds of Orbis


This is exactly what we need. Forward thinking game designers at Carnagie Mellon's Entertainment Technology Center developed The Winds of Orbis game by incorporating the Wii-mote and a DDR pad. The producer/designer Garth DeAngelis is a master's degree student in entertainment technology. They wanted to create a game in which children could become a hero and run and jump around like Zelda or Mario. Bravo!

*UPDATE 2008-06-10 - Garth posted an article about Orbis at Gamasutra titled
"Combating Child Obesity: Helping Kids Feel Better by Doing What They Love"

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