
Fitness game, exergame, and gamercise (
portmanteau
In linguistics, a blend—also known as a blend word, lexical blend, or portmanteau—is a word formed by combining the meanings, and parts of the sounds, of two or more words together. s of "
exercise
Exercise or workout is physical activity that enhances or maintains fitness and overall health. It is performed for various reasons, including weight loss or maintenance, to aid growth and improve strength, develop muscles and the cardio ...
" and "game") are terms used for
video game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s that are also a form of exercise.
Fitness games rely on technology that tracks body movement or reaction. The genre has been used to challenge the stereotype of gaming as a
sedentary activity, and promoting an active lifestyle among gamers. Fitness games are seen as evolving from technology aimed at making exercise more fun.
History
The genre's roots can be found in game peripherals released in the eighties, including the
Joyboard,
an
Atari 2600
The Atari 2600 is a home video game console developed and produced by Atari, Inc. Released in September 1977 as the Atari Video Computer System (Atari VCS), it popularized microprocessor-based hardware and games stored on swappable ROM cartridg ...
peripheral developed by
Amiga
Amiga is a family of personal computers produced by Commodore International, Commodore from 1985 until the company's bankruptcy in 1994, with production by others afterward. The original model is one of a number of mid-1980s computers with 16-b ...
and released in 1982, the
Power Pad (or Family Trainer) a peripheral for the
Nintendo Entertainment System
The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was first released in Japan on 15 July 1983 as the and was later released as the redesigned NES in several test markets in the ...
(NES), originally released by
Bandai
is a Japanese multinational corporation, multinational toy manufacturer and distributor headquartered in Taitō, Taitō, Tokyo. Its international branches, Bandai Namco Toys & Collectables America and Bandai UK, are respectively headquartered ...
[Bogost, Ian (2005)]
The Rhetoric of Exergaming
Georgia Institute of Technology
The Georgia Institute of Technology (commonly referred to as Georgia Tech, GT, and simply Tech or the Institute) is a public university, public research university and Institute of technology (United States), institute of technology in Atlanta, ...
. Retrieved on 2009-08-08. in 1986, and the Foot Craz released for the
Atari 2600
The Atari 2600 is a home video game console developed and produced by Atari, Inc. Released in September 1977 as the Atari Video Computer System (Atari VCS), it popularized microprocessor-based hardware and games stored on swappable ROM cartridg ...
in 1987, although all three had limited success.
Konami
, commonly known as Konami, , is a Japanese multinational entertainment company and video game developer and video game publisher, publisher headquartered in Chūō, Tokyo, Chūō, Tokyo. The company also produces and distributes trading card ...
's ''
Dance Dance Revolution
(''DDR'') is a music video game series produced by Konami. Introduced in Japan in 1998 as part of the Bemani series, and released in North America and Europe in 1999, ''Dance Dance Revolution'' is the pioneering series of the rhythm and dance ...
'' (1998) was cited as one of the first major fitness games; when it was ported from the arcade to
PlayStation
is a video gaming brand owned and produced by Sony Interactive Entertainment (SIE), a division of Japanese conglomerate Sony. Its flagship products consists of a series of home video game consoles produced under the brand; it also consists ...
, it sold over three million copies.
[Star, Lawrence (2005-01-15)]
Exercise, Lose Weight With 'Exergaming'
Fox News
The Fox News Channel (FNC), commonly known as Fox News, is an American Multinational corporation, multinational Conservatism in the United States, conservative List of news television channels, news and political commentary Television stati ...
. Retrieved on 2009-08-08. In the 2000s, a number of devices and games have used the exergame style to much success: the
EyeToy camera has sold over ten million units, while Nintendo's ''
Wii Fit
is a 2007 exergaming video game developed and published by Nintendo for the Wii. It features a variety of yoga, strength training, aerobics, and balance mini-games for use with the Wii Balance Board peripheral. Designer Hiroshi Matsunaga ...
'' has sold in excess of 21 million copies.
By June 2009, health games were generating revenues of $2 billion, largely due to ''Wii Fit's'' 18.22 million sales at the time. The term ''exergaming'' entered the ''
Collins English Dictionary
The ''Collins English Dictionary'' is a printed and online dictionary of English. It is published by HarperCollins in Glasgow. It was first published in 1979.
Corpus
The dictionary uses language research based on the Collins Corpus, which is ...
'' in 2007.
The genre has been promoted as a way to improve users'
health
Health has a variety of definitions, which have been used for different purposes over time. In general, it refers to physical and emotional well-being, especially that associated with normal functioning of the human body, absent of disease, p ...
through exercise,
[ but few studies have been undertaken to measure the health benefits. Smaller trials have yielded mixed results and have shown that the respective traditional methods of exercise are superior to their video game equivalents. Design considerations for fitness games include the need to balance the physical effectiveness of the exercise with the attractiveness of the gameplay, with both factors needed to be adapted to the abilities of the player, referred to as 'dual flow'
]
1980s
Fitness games contain elements that were developed in the virtual reality
Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
community during the 1980s. The pioneer in this area was Autodesk
Autodesk, Inc. is an American multinational software corporation that provides software products and services for the architecture, engineering, construction, manufacturing, media, education, and entertainment industries. Autodesk is headquarte ...
, which developed two systems, the ''HighCycle'' and ''Virtual Racquetball''. The ''HighCycle'' was an exercise bike that a user would pedal through a virtual landscape. If the user pedaled fast enough, the virtual bike would take off and fly over the landscape. ''Virtual Racquetball'' tracked the position and orientation of an actual racquet that was used to hit a virtual ball in a virtual environment. This environment was shared with another user equipped with another tracked racquet, allowing the two users to play each other over phone lines. In both systems, the users could wear the ''VPL eyephones'', an early head-mounted display
A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see helmet-mounted display for aviation applications), that has a small display optic in front of one (monocular HMD) or each eye (binocular vision, bi ...
(HMD), that would provide more immersion for the user.[Howard Rheingold. "Virtual Reality" pp188-189 '']Simon & Schuster
Simon & Schuster LLC (, ) is an American publishing house owned by Kohlberg Kravis Roberts since 2023. It was founded in New York City in 1924, by Richard L. Simon and M. Lincoln Schuster. Along with Penguin Random House, Hachette Book Group US ...
.'' 1991. .
The first true attempt at what would later be called Exertainment was the Atari
Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French holding company Atari SA (formerly Infogrames) and its focus is on "video games, consumer hardware, licensing and bl ...
''Puffer'' project (1982). This was an exercise bike that would hook up to an Atari 400/800 or 5200 system. Forward speed was controlled by pedaling while steering and additional gameplay was handled by a handlebar-mounted Gamepad. The machine was nearly ready for production with several games (''Tumbleweeds'' and ''Jungle River Cruise'') when Atari declared bankruptcy and the Puffer project was abandoned. The Joyboard for the Atari 2600
The Atari 2600 is a home video game console developed and produced by Atari, Inc. Released in September 1977 as the Atari Video Computer System (Atari VCS), it popularized microprocessor-based hardware and games stored on swappable ROM cartridg ...
was also released in 1982, by the Amiga Corporation.
In Japan, Bandai
is a Japanese multinational corporation, multinational toy manufacturer and distributor headquartered in Taitō, Taitō, Tokyo. Its international branches, Bandai Namco Toys & Collectables America and Bandai UK, are respectively headquartered ...
dabbled in this space with the Family Trainer pad, released in 1986 for the Famicom (the Japanese version of the Nintendo Entertainment System
The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was first released in Japan on 15 July 1983 as the and was later released as the redesigned NES in several test markets in the ...
). In 1988, Nintendo acquired the North American rights to the pad, and marketed it as the Power Pad in North America.
The first fitness game system released to the market was the 1986 ''CompuTrainer'' by RacerMate Inc. Designed as a training aid and motivational tool, the CompuTrainer system allowed users to interactively ride on their own bicycle through a virtual landscape generated on an NES or Commodore 64 by connecting their bike trainer unit directly to an external port on the game cartridge. Two trainer units could be connected at a time for 2 players to race virtually on screen while also displaying data such as speed, power, pedaling cadence, heart rate, and distance. As riders raced virtually, the cartridge sent a signal back to the CompuTrainer unit to dynamically change the bicycle's actual resistance based on what was happening on screen in real time with incline, wind, and drafting. The product had a price that was far too high to be considered as an entertainment product, but was affordable by dedicated athletes. RacerMate released the "Racermate Challenge I" cartridge on the Commodore 64 and the "Racermate Challenge II" cartridge on the NES. RacerMate made the CompuTrainer until 2017, where its latest version runs using Microsoft Windows
Windows is a Product lining, product line of Proprietary software, proprietary graphical user interface, graphical operating systems developed and marketed by Microsoft. It is grouped into families and subfamilies that cater to particular sec ...
compatible software with extensive graphic and physiological capabilities.
About the same time as the Computrainer, Concept II introduced a computer attachment for their rowing machine. This has become their ''eRow'' product and is used for both individual motivation as well as competition in "indoor rowing leagues".
1990s
During the 1990s, there was a surge of interest in the application of virtual reality
Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
to high-end gym equipment. Life Fitness and Nintendo partnered to produce the ''Exertainment'' System; Precor had an LCD-based bike product, and Universal had several CRT-based systems. The Netpulse system provided users with the ability to browse the web while exercising. Fitlinxx introduced a system that used sensors attached to weight machines in order to provide automated feedback to users.
Three issues combined to ensure the failure of these systems in the marketplace. First, they were significantly more expensive than the equivalent models that did not have all the additional electronics. Second, they were harder to maintain, and were often left broken. Lastly the additional expertise required to operate the software was often intimidating to the users, who shied away from the machines out of fear that they would look foolish while trying to master the machine.
Until 1998, nothing significant happened in the field of videogame exercise. Hardware was still too expensive for the average home consumer, and the health clubs were gun-shy about adopting any new technology. As high-performance game console capabilities improved and prices fell, manufacturers once more started to explore the fitness market.
In 1998, Konami
, commonly known as Konami, , is a Japanese multinational entertainment company and video game developer and video game publisher, publisher headquartered in Chūō, Tokyo, Chūō, Tokyo. The company also produces and distributes trading card ...
's ''Dance Dance Revolution
(''DDR'') is a music video game series produced by Konami. Introduced in Japan in 1998 as part of the Bemani series, and released in North America and Europe in 1999, ''Dance Dance Revolution'' is the pioneering series of the rhythm and dance ...
'' was released. '' Pump It Up'', a dance game similar to Konami's, was released in 1999 by the company Andamiro.
2000s
In 2000, UK startup Exertris introduced an interactive gaming bike to the commercial fitness market.
Fitness games came to the mass media attention at the Consumer Electronics Show
CES (; formerly an initialism for Consumer Electronics Show) is an annual trade show organized by the Consumer Technology Association (CTA). Held in January at the Las Vegas Convention Center in Winchester, Nevada, United States, the event typi ...
when Bill Gates showcased the Exertris Interactive Gaming Bike in 2003, and the following year the same show hosted a pavilion dedicated to video game technology that also worked as sports and exercise equipment
Exercise equipment is any apparatus or device used during physical activity to enhance the strength or conditioning effects of that exercise by providing either fixed or adjustable amounts of resistance, or to otherwise enhance the experience or ...
.
The 2005 release of the '' EyeToy: Kinetic'' brought the first multi-function fitness game hardware into the home market. Making the players physical movements into the game's controller. 2006 saw the launch of Gamercize, combining traditional fitness equipment with game consoles. The minimalist approach allows game play to continue only when exercising, turning all game titles into potential fitness games.
Nintendo
is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles.
The history of Nintendo began when craftsman Fusajiro Yamauchi ...
's Wii in 2006 brought acceleration detection with the Wii Remote
The Wii Remote, colloquially known as the Wiimote, is the primary game controller for Nintendo's Wii home video game console. An essential capability of the Wii Remote is its motion sensing capability, which allows the user to interact with an ...
. In late 2007, Nintendo released ''Wii Fit
is a 2007 exergaming video game developed and published by Nintendo for the Wii. It features a variety of yoga, strength training, aerobics, and balance mini-games for use with the Wii Balance Board peripheral. Designer Hiroshi Matsunaga ...
'', which utilized a new peripheral, the Wii Balance Board. The popularity of the Wii led to it being used in hospital "Wiihab" rehabilitation programs.
The PCGamerBike appeared at CES in 2007 where it received an Honoree Award. It differs from other fitness game devices in that its pedal motion can be mapped to any key on the keyboard. It also has an optical encoder which detects forward and reverse pedal motion. The Fisher-Price Smart Cycle was another entry in the field.
Other examples of fitness game products include: Positive Gaming iDANCE, iSTEP, Cobalt Flux Blufit, Cyber coach, NeoRacer, Gymkids exercise equipment with interactive technology, some Wii titles such as '' EA Sports Active'', '' Cybex TRAZER'', ''Powergrid Fitness Kilowatt'', ''Lightspace Play Floor'', '' PlayMotion'', '' Yourself!Fitness'', ''Expresso Fitness S2'', '' i.play'', ''Cyber ExerCycle'', ''VEQTOR Sport Trainer and Sportwall''.
2010s
Microsoft's Kinect
Kinect is a discontinued line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB color model, RGB cameras, and Thermographic camera, infrared projectors and detectors that map dep ...
(2010) was the first major consumer-focused body motion tracking hardware. Games such as '' Just Dance'' and '' Nike+ Kinect Training'' (2012) used Kinect to make physical body motion into a method of control for games. The trend within consoles that started with the Wii peaked with the pedometer-pairing '' Wii Fit U'' (2013). These were followed up in the eighth generation by a fitness game push by Microsoft with the Xbox One
The Xbox One is a home video game console developed by Microsoft. Announced in May 2013, it is the successor to Xbox 360 and the third console in the Xbox#Consoles, Xbox series. It was first released in North America, parts of Europe, Austra ...
launch day '' Xbox Fitness'' service (2013), which tracked metrics such as heart rate and correct form while synchronising these metrics with the '' Microsoft Health''. By 2017, Microsoft
Microsoft Corporation is an American multinational corporation and technology company, technology conglomerate headquartered in Redmond, Washington. Founded in 1975, the company became influential in the History of personal computers#The ear ...
had pivoted away from Kinect
Kinect is a discontinued line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB color model, RGB cameras, and Thermographic camera, infrared projectors and detectors that map dep ...
and fitness games on consoles. In 2019, Nintendo released '' Fitness Boxing'', and '' Ring Fit Adventure'' for the Nintendo Switch
The is a video game console developed by Nintendo and released worldwide in most regions on March 3, 2017. Released in the middle of the Eighth generation of video game consoles, eighth generation of home consoles, the Switch succeeded the ...
, which take advantage of the Joy-Con controllers, acting as motion detectors in multiple areas of the body.
Mobile phone apps such as '' Zombies, Run!'' (2012), ''Run An Empire'', '' Ingress'' (2013), and '' Pokémon Go'' (2016) have been described as augmented reality
Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
exergames.
Virtual reality (VR) is emerging as a new interface method for fitness games. Games like '' Beat Saber'', '' Holodance'', '' OhShape'', and others allow players to get good exercise while playing a video game.
2020s
Fitness games gained in popularity during the COVID-19 pandemic
The COVID-19 pandemic (also known as the coronavirus pandemic and COVID pandemic), caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2), began with an disease outbreak, outbreak of COVID-19 in Wuhan, China, in December ...
. '' Ring Fit Adventure'' (2019) sold-out at most retailers worldwide and saw a price increase from $80 to $300 on reselling websites. Nintendo
is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles.
The history of Nintendo began when craftsman Fusajiro Yamauchi ...
also released '' Jump Rope Challenge'' (2020) for free and for a limited time in an effort to keep Nintendo Switch
The is a video game console developed by Nintendo and released worldwide in most regions on March 3, 2017. Released in the middle of the Eighth generation of video game consoles, eighth generation of home consoles, the Switch succeeded the ...
owners active while in quarantine. However, Nintendo later announced that the game would remain on the Nintendo eShop
The is a digital distribution service for the Nintendo Switch and the Nintendo Switch 2, and formerly available via the Nintendo Network for the Wii U and Nintendo 3DS. Launched in June 2011 on the Nintendo 3DS, the Nintendo eShop served ...
until further notice. As of September 30, 2020, players of the game had recorded 2.5 billion jumps in total.
The COVID-19 pandemic also caused delays in the industry. One reason '' Ring Fit Adventure'' (2019) did not have enough supply to meet demand was that China was hit early by the pandemic, leading to manufacturing shortages. The pandemic also delayed several VR products, such as the Valve Index, and titles such as ''Marvel's Iron Man VR'' and ''Little Witch Academia: VR Broom Racing''.
Fitness games also proved to be especially helpful during the COVID-19 pandemic, as they were a great motivator for physical activity, which fought the sedentary lifestyle lockdowns caused. Physical fitness is known to aid in disease prognosis, as it boosts the immune system, shortened the recovery period from COVID-19
Coronavirus disease 2019 (COVID-19) is a contagious disease caused by the coronavirus SARS-CoV-2. In January 2020, the disease spread worldwide, resulting in the COVID-19 pandemic.
The symptoms of COVID‑19 can vary but often include fever ...
, and reduced the negative effects of stress from living in isolation.
Overwhelmed medical centers also turned to therapeutic fitness games during the COVID-19 pandemic, as they proved to be more socially distant, required less direct supervision, and used less personal protective equipment
Personal protective equipment (PPE) is protective clothing, helmets, goggles, or other garments or equipment designed to protect the wearer's body from injury or infection. The hazards addressed by protective equipment include physical, elect ...
. These games can be adjusted for each patients' exercise needs, making them suitable for the COVID-19 patients whose mobility became limited, or elderly patients, who were affected by COVID-19 at an increased rate.
Effectiveness
Laboratory studies have demonstrated that some fitness games can provide light to moderate intensity physical activity.
Recreational fitness games can also be useful for rehabilitation. While they are not always as adjustable as therapeutic fitness games, recreational fitness games can still help maintain an adequate amount of physical activity, can help those without access to traditional rehabilitation, and can prolong the benefits of in-hospital rehabilitation. However, recreational fitness games might require more supervision, as they are less likely to exercise the correct muscles as therapeutic fitness games.
Exercise games have also proven to be an effective supplement for rehabilitation programs during the COVID-19 pandemic, including balance rehabilitation for the elderly. Children are oftentimes more receptive to the idea of fitness games, making it an especially helpful tool in motivating ill children in their rehabilitation efforts.
A 2021 systematic review found that exercise games could reduce BMI, and improve body fat percentage and cardiorespiratory fitness.
A 2020 systematic review found that fitness games can be utilized to augment treatment for a variety of patient populations such as geriatrics, and those with Parkinson's disease, cerebral palsy, and spinal cord injuries.
A 2019 systematic review and meta-analysis found that fitness games are effective for improving muscle tension, muscle strength, activities of daily living (ADL), joint range of motion, gait, balance, and kinematics. The review also suggested that fitness games may be more effective at improving dynamic balance control and preventing falls in subacute and chronic stroke patients when compared to current treatment methods.
A 2018 systematic review in the ''Journal of Medical Internet Research
The ''Journal of Medical Internet Research'' is a peer-reviewed open-access medical journal established in 1999 covering eHealth and "healthcare in the Internet age". The editors-in-chief are Gunther Eysenbach and Rita Kukafka. The publisher is JMI ...
'' of 10 randomized trials studying the "Social Effects of Exergames on Older Adults" found that "the majority of exergame studies demonstrated promising results for enhanced social well-being, such as reduction of loneliness, increased social connection, and positive attitudes towards others".
Another 2018 systematic review of 10 randomised controlled trials of fitness games in overweight children found that they can produce a small reduction in body mass index
Body mass index (BMI) is a value derived from the mass (Mass versus weight, weight) and height of a person. The BMI is defined as the human body weight, body mass divided by the square (algebra), square of the human height, body height, and is ...
.
As of 2016, fitness games for those with neurological disabilities had been studied in around 140 small clinical trials in people of all ages, to see if it can help this group get enough physical exercise to maintain their health. This mode of getting exercise appears attractive in this population from a public health perspective because of its low cost and accessibility.[ Fitness games have the potential to provide moderate intensity exercises in this population, but the evidence was too weak on long-term follow-up to draw strong conclusions.]
There is significant evidence across multiple random controlled trials relating fitness games to improved cognitive functioning in healthy older adults (with a mean age of 69), and attenuated deterioration or improvement in adults with cognitive impairment from neurodegenerative diseases such as Alzheimer's disease.
In addition, studies investigated if fitness games can lead to improvements in cognitive performance in clinical and non-clinical populations such as those who have ADHD and depression. There are first encouraging results, but the empirical evidence still is limited.
Studies have shown that fitness games help manage anxiety in several ways. Fitness games help lower anxiety levels in various clinical populations such as patients with Parkinson's disease
Parkinson's disease (PD), or simply Parkinson's, is a neurodegenerative disease primarily of the central nervous system, affecting both motor system, motor and non-motor systems. Symptoms typically develop gradually and non-motor issues become ...
, enrolled in cardiac rehabilitation, with fibromyalgia
Fibromyalgia (FM) is a functional somatic syndrome with symptoms of widespread chronic pain, accompanied by fatigue, sleep disturbance including awakening unrefreshed, and Cognitive deficit, cognitive symptoms. Other symptoms can include he ...
, and with systemic lupus erythematosus
Lupus, formally called systemic lupus erythematosus (SLE), is an autoimmune disease in which the body's immune system mistakenly attacks healthy tissue in many parts of the body. Symptoms vary among people and may be mild to severe. Common ...
by introducing more permanent positive physiological changes than methods that do not involve exercise do.
Fitness games are accessible to many disabled patients, as some have settings that allow the game to remember a person's range of motion, whether they have any assistive devices, and general physical ability.
Safety
Fitness games have been shown to be safe and cost effective when used for stroke rehabilitation. Virtual environments allow patients to practice skills that would otherwise be unsafe in real world scenarios. A stroke patient with compromised balance, for example, could practice crossing the street in a simulated environment, something that would be risky and unsafe in real time. Fitness games can also make typical rehab exercises safer. Implementing virtual obstacles instead of physical obstacles in balance training exercises, for example, mitigates the risk of falls while increasing a patient's confidence.
Design trends
When making a fitness game system, the manufacturer of a consumer product must make the decision as to whether the system will be usable with off-the-shelf games or if custom software must be written for it. Because it takes longer for a user to move their entire body in response to stimulation from the game, it is often the case that dedicated software must be written for the game to playable. An example of this is Konami
, commonly known as Konami, , is a Japanese multinational entertainment company and video game developer and video game publisher, publisher headquartered in Chūō, Tokyo, Chūō, Tokyo. The company also produces and distributes trading card ...
's ''Dance Dance Revolution
(''DDR'') is a music video game series produced by Konami. Introduced in Japan in 1998 as part of the Bemani series, and released in North America and Europe in 1999, ''Dance Dance Revolution'' is the pioneering series of the rhythm and dance ...
''. Though designed to be played by users moving about on a specially designed dancepad, that game can alternatively be played by pushing buttons with one's fingers using a standard hand-held gamepad. When played with the dancepad at higher levels the game can be quite challenging (and physically exhausting), but if the game is played using the buttons on the hand controller, none of the sequences are physically limited.
Newer systems such as Xbox 360
The Xbox 360 is a home video game console developed by Microsoft. As the successor to the Xbox (console), original Xbox, it is the second console in the Xbox#Consoles, Xbox series. It was officially unveiled on MTV on May 12, 2005, with detail ...
, PlayStation 3
The PlayStation 3 (PS3) is a home video game console developed and marketed by Sony Computer Entertainment (SCE). It is the successor to the PlayStation 2, and both are part of the PlayStation brand of consoles. The PS3 was first released on ...
and Wii use alternative input devices
In computing, an input device is a piece of equipment used to provide data and control signals to an information processing system, such as a computer or information appliance. Examples of input devices include Computer keyboard, keyboards, Compu ...
such as the Kinect
Kinect is a discontinued line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB color model, RGB cameras, and Thermographic camera, infrared projectors and detectors that map dep ...
and PlayStation Move
is a Motion controller, motion game controller developed by Sony Interactive Entertainment. Initially released in 2010 for use with the PlayStation 3 home video game console, its compatibility was later expanded to its successor, the PlayStation ...
. The Move uses image analysis to extract the motion of the user against a background and uses these motions to control the character in the game. A specifically designed exercise game ''Kinect'', superimposes animated objects to be punched, kicked, or otherwise interacted with over a video image of the user. The Wii and PlayStation 3 both incorporate motion sensors such as accelerometers
An accelerometer is a device that measures the proper acceleration of an object. Proper acceleration is the acceleration (the rate of change of velocity) of the object relative to an observer who is in free fall (that is, relative to an inertia ...
and gyroscopes
A gyroscope (from Ancient Greek γῦρος ''gŷros'', "round" and σκοπέω ''skopéō'', "to look") is a device used for measuring or maintaining Orientation (geometry), orientation and angular velocity. It is a spinning wheel or disc in ...
into the hand-held controllers that are used to direct behaviors within the game.
Research projects such as exertion interfaces that investigate the design aspects of these games explore how the technological augmentation that comes with the digital gameplay component can be nurtured for additional benefits, such as utilizing the social power of exercising together even though players are connected only over a network or scaling the number of players, enabling novel exercise experiences not available without the technological augmentation.
One of the newest trends is using virtual reality
Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
immersion. VR systems have several potential advantages for athletic training; environments can be precisely controlled and scenarios standardized, augmented information can be incorporated to guide performance, and the environment can be dynamically altered to create different competitive situations.[Shepherd, J., Carter, L., Pepping, G.-J., & Potter, L.-E. (2018). Towards an Operational Framework for Designing Training Based Sports Virtual Reality Performance Simulators. Proceedings, 2(6), 214. https://doi.org/10.3390/proceedings2060214] High frame rate display technologies, for example head-mounted display
A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see helmet-mounted display for aviation applications), that has a small display optic in front of one (monocular HMD) or each eye (binocular vision, bi ...
, can be used to transform the user into any sporting situation e.g. a track cycling veledrome. Natural movements can also be incorporated into the games, for example utilizing an omnidirectional treadmill, such as the Infinadeck. Such a system allows the user to virtually be in the game while allowing 360 degrees of movement. While the technology is new, it is showing promising results in weight management as well as in high participation rates.
References
*
Further reading
* Sinclair, J., Hingston, P., & Masek, M. (2007). Considerations for the design of exergames. GRAPHITE '07: Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia, December 2007 Pages 289–295 https://doi.org/10.1145/1321261.1321313
* JMIR e-collection o
Exergames, Active Games and Gamification of Physical Activity
* Eyetoy Kinetic – Thin AG, Howey D, Murdoch L & Crozier A (July 2007). Evaluation of physical exertion required to play the body movement controlled Eyetoy Kinetic video game. Life Sciences 2007, SECC, Glasgow, Scotland.
* IJsselsteijn, W. A., de Kort, Y. A. W., Westerink, J., de Jager, M., & Bonants, R. (2006). Virtual Fitness: Stimulating Exercise Behaviour through Media Technology. Presence: Teleoperators and Virtual Environments 15, 688–698
Virtual Fitness: Stimulating Exercise Behavior through Media Technology
* Wii Sports – Professor Tim Cable (February 2007). School of Sport and Exercise Sciences, John Moores University, Liverpool, England.
* Shepherd, J., Carter, L., Pepping, G.-J., & Potter, L.-E. (2018). Towards an Operational Framework for Designing Training Based Sports Virtual Reality Performance Simulators. Proceedings, 2(6), 214
Towards an Operational Framework for Designing Training Based Sports Virtual Reality Performance Simulators
{{VideoGameGenre
1980s neologisms
Gamification