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

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Thursday, May 3, 2012

Using iDANCE in Student Teaching #exergaming


#Exergames are just tools we use to impact learning outcomes and objectives.

Given the ubiiquity of technology in society today, I feel it is our responsibility as teacher educators to demonstrate competency in multiple forms of technology and to provide meaningful and transformative learning opportunities that impact learning across the domains (psychomotor, affective, cognitive). We also have to keep in mind that they need to have the skills and understanding to provide great learning activities for their students once they start teaching.  #Exergames are just tools we use to impact learning outcomes and objectives established by the teacher - no more, no less. It's in the way that you use it, that will define the success of your lesson to help your students learn. Click here to see previous post on Using Exergames in Schools

Click here to explore more lessons with ExerGames
Cross-posted from Andrew Snide's post on Rocsktar PE
This Friday, April 27, Professor Yang allowed me to borrow the iDANCE system to bring to my student teaching placement in State Street Intermediate School in Skaneateles, NY.  This school is grades 3-5 and the class sizes range from 18-48 kids in one class.


Having the opportunity to use this system took a lot of planning and plenty of time training with the materials.  Going to Boston, MA with Professor Yang in March to present the Exergaming systems was the start to this opportunity.  This was followed by many days in the Exergame lab using the system and getting used to how it works and how to set it up.  After it was all over, the only way I could describe the success to this program was "It couldn't have gone better".  I have never seen students so engaged in activity dealing with music.  As soon as they stepped in the gym, their faces brightened up and I knew I had their attention.  The best moment of this lesson was having one student who never participates, dancing like crazy with a smile on his face.
The plan for the day was to only use the iDANCE system with my two smaller classes of 18 and 24 students.  However, it was so successful that I ended up having the all of my classes using the program, recess classes, and teachers all coming in during the day to use it.  The largest class I used it with was with 38 kids and was still a success.
My host teacher has been interested in purchasing one of these systems for his school for a while now but has never got a chance to use it and present it to the administration.  I had the principal come in for about 20 minutes during the lesson and within 10 minutes he had my host teacher bring out a catalog to see how much it was worth.  The principal, both P.E. teachers, and all other teachers thought this program would be great for the school district to use within the four Skaneateles schools.
I have found out that it pays to take the extra time and do different things within the P.E. program.  Anything that you do can lead to something greater.  This experience that I had was by far the best in student teaching yet.  Yes, the amount of planning and stress before the lesson took a lot out of me, but by the time I was teaching, I was in the best mood and was having a blast.  So, if there's any advice that I would have to give, it would be to take chances and ask for things that may be out of reach because you never know the opportunities that could arise.   

Wednesday, May 2, 2012

Adidas miCoach goes #exergaming

Adidas is jumping into the #exergaming arena with Kinect and PS3 versions due this summer 2012 with the typical fitness routines and exercise we've seen before but will also feature 18 of Adidas’ athletes including Dwight Howard.


Exergaming Points 2 Ponder (P2P)
  • What type of interaction will it have besides leading you through exercises and routines?
  • Which game elements or mini-games will come with it?
  • Will it have any substantial game-play or story lines? Or will it be another competitor to Your Shape Fitness Evolved, Jillian Michaels, Biggest Loser, EA SPORTS Active/NFL Training Camp, and Wii Fit? 
  • Will there be online leaderboards, competitions, and other social metrics tracked?
  • What type of Avatar will be presented on screen?
    • Wire frame
  • How big will the Avatar be in comparison to the virtual leader?
  • Will there be tie-ins and sync with miCoach stats from mobile devices and accounts?

Basketball shooting looks to be as bad as the Wii:-(

Adidas miCoach Gets in the Game
Click here to explore more of ExerGame Lab's archived posts involving research studies. 
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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. 

Active Play PALA+ Challenge for #exergames

The President’s Council on Fitness, Sports & Nutrition has updated its physical activity logging to include #exergames. In its recent announcement the PCFSN "ESA member companies will incorporate PALA+ promotional features into some of their most popular active video games to educate video gamers on how they can use technology to get physically active and earn PALA+." This is the biggest endorsement/partnership since the 2010-2011 partnership between the AHA and Nintendo and the Power Of Play Summit in January 2011.  
Points to Ponder (P2P)
  • What about other exergames not listed?
  • No data is actually being pulled from the game consoles - all data will be self-reported which obviously cannot detect intensity of play.
  • It will be interesting to see what #gamification features (if any) or incentives game-makers will include to future versions.
The Active Play PALA+ Challenge is a collaborative effort between the Entertainment Software Association (ESA) and its member companies and the President’s Council on Fitness, Sports & Nutrition (PCFSN).  It will feed off of the excitement surrounding active video games and motivate Americans of all ages and abilities to lead a healthy lifestyle by making video game screen time truly “active.”  The Presidential Active Lifestyle Award (PALA+) will be used as a tool to encourage video gamers to track their activity levels as they work towards earning the award.
Through this innovative partnership, gamers can earn PALA+ by logging their active video game activity online.  To help participants stay motivated, ESA member companies will incorporate PALA+ promotional features into some of their most popular active video games to educate video gamers on how they can use technology to get physically active and earn PALA+.  All types of physical activity will be encouraged and healthy eating goals also be incorporated.
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WiiFit as effective as traditional ACL rehab (study)

Using the #exergame with Wii Fit was as effective in rehabilitating ACL patients in a randomized control study (RCT) over 12 weeks of therapy. It goes to show that exergaming equipment can be used effectively if well monitored to improve one's health and rehabilitation - "It's In The Way That You Use It"


Baltaci, G., Harput, G., Haksever, B., Ulusoy, B., & Ozer, H. (2012). Comparison between Nintendo Wii Fit and conventional rehabilitation on functional performance outcomes after hamstring anterior cruciate ligament reconstruction: prospective, randomized, controlled, double-blind clinical trial Knee Surgery, Sports Traumatology, Arthroscopy DOI: 10.1007/s00167-012-2034-2

Reading the abstract got me thinking of another exergame rehab image I previously posted,
which was using Kinect for rehab. Although the application exists in a European therapy group, I still haven't seen it there are tons of groups in the exergaming rehab space including the MXR at USC and some of the following projects:



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




Abstract

PURPOSE:

The aim of this prospective, randomized, controlled, double-blind clinical trial was to compare the outcomes, including knee strength, balance, coordination, proprioception and response time, of Nintendo Wii Fit with those of conventional rehabilitation on the subjects with anterior cruciate ligament reconstruction.

METHODS:

Thirty volunteer subjects were enrolled in either Wii Fit (n = 15; mean age, 29 ± 7 years) or conventional rehabilitation (n = 15; mean age, 29 ± 6 years) programmes from the first week up to 12th weeks of the operation. Endoscopic reconstruction of a completely ruptured ACL was performed by using graft harvested from hamstrings. Each subject underwent an individual therapeutic programme. Functional examinations included the measurements of the balance using modified star excursion balance test, coordination, proprioception and response time using functional squat system and strength of flexor and extensor muscles of the involved and uninvolved leg using an isokinetic machine.

RESULTS:

There was no significant difference between Wii Fit and conventional group in terms of isokinetic knee strength at 12th week, and dynamic balance, and functional squat tests including coordination, proprioception and response time at first, 8th and 12th weeks of the rehabilitation.

CONCLUSION:

Two different 12-week-physiotherapy programmes following ACL reconstruction have the same affect on muscle strength, dynamic balance and functional performance values in both groups. We considered that the practice of Wii Fit activities like conventional rehabilitation could also address physical therapy goals, which included improving visual-perceptual processing, coordination, proprioception and functional mobility.

LEVEL OF EVIDENCE:

Randomized, controlled trials with adequate statistical power, Level I.




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