Sunday, March 2, 2014

DanceEvolution Arcade #Exergame

Although not a new product from Konami, DanceEvolution ARCADE is essentially the same as the US Kinect Xbox-based Dance Masters exergame.

Exergaming Points 2 Ponder (ExP2P)
  • Not using a dance pad like DDR, it would seem playing the arcade and the console versions would be nearly identical. This is good because the moves and gameplay would be similar and easier to improve skill, stamina, and confidence.
  • Its clear from the videos, the dancers are are auto-generated or simply duplicated from the main dancer. Very different from the more complex motion-capture (high-res) dancers seen in Just Dance and Dance Central.
  • It appears that the arcade uses Kinect sensor, but I can't seem to find out for sure.
  • Although it appears Konami has an Arcade Championship, it doesn't look anything like Positive Gaming's Machine Dance Championships or ITG Championships

'via Blog this'
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Saturday, March 1, 2014

JukeNbox Arcade #exergame


Developed by Studio 41, The Juke"n"Box (Juke in a Box or Juke and Box) is an attraction that mixes touch sensitive pads like Fit Interactive 3 Kick and Touchwall but within a confined space. Can't wait to try this out!

Exergaming Points 2 Ponder (ExP2P)

  • Would be great to control other sounds from other machines.
  • Might be a sensory overload for those with sensory issues (ASD)
  • Lots of feedback using visual and auditory cues.

jukenbox short video - YouTube: ""

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Cardiovascular and Affective Outcomes of #exergaming (active gaming) using Wii

Testing college students using the exergame Wii Sports (Tennis, Boxing, Cycling, and Step), researchers at the University of Florida evaluated energy expenditure and enjoyment against typical treadmill walking and stationary cycling. Participants completed 20-minute sessions for each of the 6 activities but were grouped according to their level of previous exercise backgrounds (high-intensity vs. low-intensity).

Exergaming Points 2 Ponder (ExP2P)

  • Although this study found that boxing was a potentially useful training tool for a CV workout, it fails to address the fact that as a "game" there is not much incentive (or story) to immerse the game player for long periods of time.
  • Higher enjoyment levels was been seen in many other studies, but as mentioned above sustaining these levels and challenging them in a constant state of "flow" is difficult on this platform. This is why we tend to see little changes in overall activity and fitness levels when only using one exergame title.
  • What would happen if you played the games while on a treadmill or cycle? These alternative playing styles would definitely alter the order of the current study's findings and be more in line with some other products like Gamercize. 
Concluding Thoughts
Although studies like these are pouring out over the research literature, we need to really consider alternate protocols that take into consideration the nature in which games are played and the technology that can support theoretically sound research designs.

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Friday, February 7, 2014

Can children with DCD improve balance with Wii Fit? #exergame study

Can exergaming with Wii Fit improve balance in children with Developmental Coordination Disorder? Researchers in Belgium found that when compared to children with no balance coordination issues, 28 children were able to improve balance measures over a six-week intervention using Wii Fit games for 30-minute sessions three times per week. After playing each of the available 18 games twice, children were then allowed to play any of the games besides the pre-test/post-test slalom game. Pre-post tests results (Wii Fit Slalom, MABC2, BOT2) revealed improved measures of balance for the exergame intervention group compared to the control group (typical development). The intervention was also enjoyed by almost all of the participants (see ExP2P for more details).

Friday, January 31, 2014

Can Wii Fit exergaming help children with migraines? [Study]

Can exergaming help children who have migraines without aura (MoA)? According to a recent study from a group of Italian authors published in Neuropsychiatric Disease and Treatment, playing the exergame Wii Fit over three months can improve measures of balance, coordination, motor tasks in children. Over 12 weeks, children (mean age: 9.13±1.94 years) played games that focused on antero-posterior (snowboarding); medio-lateral (skiing, penguin game, and soccer); and multidirectional weight shifting (bubble game and hula hoop) movements three times per week each for 30 minute sessions. Its good to read that participants were able to choose (autonomy) from 18 different games which likely increased levels of motivation and enjoyment (self-determination theory - SDT). Other games listed include: ski-jump, segway circuit, obstacle course, and skate boarding,ski-slalom, table tilt, snowboard slalom, Tilt City, and Rhythm.
Table 1
Exergaming Points 2 Ponder (ExP2P)
  • In the introduction, the authors stated that since many children with migraines suffer from "...emotional dysfunction, absenteeism from school, and poor academic performance, as well as issues relating to poor cognitive function, and sleep habits"... it would have been nice to see some of these measures tested in the study.
  • It appears that the control group used was a non-active group and many studies are now using active controls to better compare any group effects. 
  • It would be interesting to see what impact other exergames that include more hand-eye coordination (Kinect Brain & Body Connection, EyeToy) as opposed to foot-eye/balance coordination (Wii Fit).
  • I would also wonder what more intense levels of physical activity (with a rhythm game like Dance Central or Just Dance) would do for cognitive function and mood in this population.
Concluding Thoughts
I love and have used a similar version of the following phrase in terms of using games for therapy "video game interventions can increase patient enjoyment and engagement, which may enhance compliance." What remains to be seen in many exergame studies are long term "lasting" effects. Unfortunately most children (and adults too) play games for a short amount of time and then end up switching games so we definitely see a novelty effect (or reactivity). I wonder how we could design experiments that are less dependent on a particular game and more focused on overall health or performance outcomes.  

Esposito M, Ruberto M, Gimigliano F, Marotta R, Gallai B, Parisi L, Lavano SM, Roccella M, & Carotenuto M (2013). Effectiveness and safety of Nintendo Wii Fit Plus™ training in children with migraine without aura: a preliminary study. Neuropsychiatric disease and treatment, 9, 1803-10 PMID: 24453490
Abstract:   Migraine without aura (MoA) is a painful syndrome, particularly in childhood; it is often accompanied by severe impairments, including emotional dysfunction, absenteeism from school, and poor academic performance, as well as issues relating to poor cognitive function, sleep habits, and motor coordination. 
The study population consisted of 71 patients affected by MoA (32 females, 39 males) (mean age: 9.13±1.94 years); the control group consisted of 93 normally developing children (44 females, 49 males) (mean age: 8.97±2.03 years) recruited in the Campania school region. The entire population underwent a clinical evaluation to assess total intelligence quotient level, visual-motor integration (VMI) skills, and motor coordination performance, the later using the Movement Assessment Battery for Children (M-ABC). Children underwent training using the Wii-balance board and Nintendo Wii Fit Plus™ software (Nintendo Co, Ltd, Kyoto, Japan); training lasted for 12 weeks and consisted of three 30-minute sessions per week at their home. 
The two starting populations (MoA and controls) were not significantly different for age  and sex . M-ABC and VMI performances at baseline (T0) were significantly different in dexterity, balance, and total score for M-ABC and visual  and motor tasks for VMI. After 3 months of Wii training (T1), MoA children showed a significant improvement in M-ABC global performance, M-ABC dexterity , M-ABC balance and VMI motor task. 
Our study reported the positive effects of the Nintendo Wii Fit Plus™ system as a rehabilitative device for the visuomotor and balance skills impairments among children affected by MoA, even if further research and longer follow-up are needed.
Esposito M., Ruberto M., Gimigliano F., Marotta R., Gallai B., Parisi L., Lavano S.M., Roccella M. & Carotenuto M. Effectiveness and safety of Nintendo Wii Fit Plus training in children with migraine without aura: a preliminary study, Neuropsychiatric Disease and Treatment, 1803. DOI:

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Friday, December 6, 2013

Can iBeacons improve health behaviors and attitudes?


Apple recently announced iBeacons as a way to communicate with iOS devices in a predefined area using Bluetooth and they are showing the capabilities in their Apple Stores. Not to be confused with SMS, NFC, WiFi, and GPS marketing tools, groups like Macy's and MLB are testing its use right now.

Exergaming Points 2 Ponder (ExP2P)

  • The more reliable methods of changing behaviors and attitudes using multimedia has been through text-based messaging (with email coming in second). The question is can people establish their own iBeacons in their own work and home environments to prompt health promoting changes?
  • Adding in the function of determining sedentary time would be really helpful as well similar to the Gruve product with light indicating sedentary time and last time being physically active.
  •  It would be also great if the app that linked to the iBeacons would be able to promote available activities, exercises, healthy food choices nearby, and even relaxation, breathing, or posture improving stretches.

[Via GigaOm, Gruve,  iPhoneHacks & Forbes]
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