Sunday, March 9, 2014

Moving More With @TouchMagix Wall in India

If there's one place where exergaming is definitely a good alternative to just sitting, its in a fast-food restaurant. Using a TouchMagix Interactive Wall (Full Disclosure: I am on Advisory Board Member to Exergame Fitness/Motion Fitness), content was specifically created for a McDonald's in India. From Rock 'N Fries, to Enjoy Party with a Coke, players need to move their Rockin' Ronnie to collect the falling objects (on screen).  I'm not one to advocate going to a fast-food restaurant and supporting food advertising to children, but if a parent has already brought you there to eat..... as long as you're there...you might as well get a little more activity.

Exergaming Points 2 Ponder (ExP2P)
  • Looking at the videos, it appears that the players are really close to the screen and I'm wondering if the sensor could be placed further back so that they won't have to have their neck/head in the extended position looking up the wall to see the objects.


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Click here to explore more of ExerGame Lab's archived posts involving research studies. 
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Saturday, March 8, 2014

Pavigym 3.0 #Exergaming Fitness Center


Watching the Pavigym 3.0 demo on Exergame Fitness YouTube Channel (Full Disclosure: I am on Advisory Board Member to Exergame Fitness/Motion Fitness) it really looks like an exciting product for fitness centers but could also be easily adapted to schools. Both health and skill-related fitness areas can be targeted (e.g. reaction time, speed, agility, cardiovascular endurance, muscular endurance, etc...). I can't wait to try this out and see how I respond to the different floor & wall sensors and how the tablet app coordinates multiple input devices.

Exergaming Points 2 Ponder (ExP2P)
  • Seeing the trainer program and monitor the details of each exercise/game/area, I'm wondering if this data and feedback is automatically charted to a person's fitness profile and viewable online, and whether or not they plan to use gamification tools like leaderboards, challenges, and awards.
Check out after the jump for more photos of Pavigym (from Pavigym & Exergame Fitness)

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

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

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

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).

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