Exergaming

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Exergaming or exer gaming ( suitcase word from the English word "exercise" for " exercise " and " gaming "), also known as fitness game , is a term for computer games that encourage physical movements and reactions. This distinguishes it from computer games that are played while sitting with a keyboard and mouse or a gamepad , and instead uses various motion sensors ( acceleration sensor , pressure sensor ), image recognition processes and motion capture .

history

1980s

The power pad mat

The genre's roots can be found in games released in the late 1980s, including the Power Pad (or Family Trainer), which was released for the Nintendo Entertainment System (NES) in 1986 , and Foot Craz , which was released for the Atari 2600 in 1987 has been. Many exergames appeared as arcade games before they became affordable for the home.

When virtual reality first became known in the 1980s , corresponding exergaming systems appeared. Autodesk pioneered two systems, the HighCycle and the Virtual Racquetball. The High Cycle was an exercise bike with which a user could pass through a virtual landscape. Virtual Racquetball tracked the position and orientation of an actual racket used to hit a virtual ball in a virtual environment. This environment was shared with another user who was equipped with another tracked bat so that the two users could play each other over phone lines. In both systems, users could wear the VPL headphones, an early head-mounted display for virtual reality.

The first exergaming system on the market, which referred to itself as this, was the Computrainer from 1986. Designed as a training and motivational tool, the Computrainer enabled users to glide through a virtual landscape generated on a Nintendo entertainment system while data such as power output and cadence were monitored.

1990s

The dance game Dance Dance Revolution

In the 1990s, interest shifted from virtual reality technologies to high-end fitness equipment. Life Fitness and Nintendo have partnered to develop the Exertainment system. Precor had an LCD -based bicycle product and Universal had several CRT -based systems on the market. The Netpulse system asked users to be able to surf the Internet while exercising. Fitlinxx introduced a system that used sensors on weight machines to provide automatic feedback to users.

In 1998 Konami's Dance Dance Revolution was released, which was the first major dance game in the home market and sold over three million copies.

2000s

In 2000, the British start-up company Exertris introduced an interactive gaming bike to the sports and fitness market, which later led to other manufacturers launching new training equipment.

In 2005, the EyeToy accessory appeared for the PlayStation 2 , which is a camera that is able to record the movements of the player and implement them in the game. It has sold over ten million times. In 2006, Gamercize was introduced, which combines traditional fitness equipment with game consoles.

The Nintendo Wii appeared in 2006 and enabled motion control with the Wiimote and other accessories. At the end of 2007, Nintendo released the exergame Wii Fit , in which the new peripheral device, the Wii Balance Board , was used. Wii Fit has sold over 21 million copies and the followers brought Wii Fit and Wii Fit U out. In 2007 the term was added to the Collins English Dictionary .

2010s

With the introduction of the Kinect for the Xbox 360 in 2010, the controllerless room detection with a special camera became popular. On September 15, 2010, the PlayStation Move controllers were first released, which work similarly to the Wii Remote.

Many fitness trackers followed , becoming popular both in and outside of gaming. A number of augmented reality apps for smartphones were also released, such as Ingress in 2013 and Pokémon Go in 2016. With the advent of head-mounted displays such as the Oculus Rift , HTC Vive , PlayStation VR and Samsung Gear , exergaming has also become part of virtual reality and virtual rehabilitation / training. This should create more immersion and 360-degree interactions with the head. Special peripheral devices such as the omnidirectional treadmill Cyberith Virtualizer are used for this.

Games (selection)

Effectiveness and research

Laboratory studies have shown that some exergames can add a small amount to physical activity. An evaluation of 10 randomized controlled studies from 2018 showed that exergaming can lead to a slight reduction in the body mass index in overweight children .

Since 2016, exergaming for people with neurological conditions has been studied in 140 small clinical trials in people of all ages to find out whether exergaming can help this group get enough exercise and maintain their health. It turned out that exergaming seems attractive because of its low cost, playful approach and easy accessibility.

Several studies show that exergaming can lead to improvements in cognitive impairments such as Alzheimer's disease / dementia and ADHD and psychological impairments such as depression . In addition to the home area, exergaming is therefore also practiced in health and social services and fitness studios .

literature

  • WA Jsselsteijn, YAW de Kort, J. Westerink, M. de Jager, R. Bonants: Virtual Fitness: Stimulating Exercise Behavior through Media Technology. In: Presence: Teleoperators and Virtual Environments. 15, 2006, pp. 688-698.
  • J. Shepherd, L. Carter, G.-J. Pepping, L.-E. Potter: Towards an Operational Framework for Designing Training Based Sports Virtual Reality Performance Simulators. In: Proceedings. Vol. 2, No. 6, 2018, p. 214.
  • Victoria A. Fogel: Evaluating the Effects of Exergaming on Physical Activity Among Inactive Children in a Physical Education Classroom. University of South Florida, 2009.
  • Ben Schouten, Stephen Fedtke, Marlies Schijven, Mirjam Vosmeer, Alex Gekker: Games for Health 2014: Proceedings of the 4th conference on gaming and playful interaction in healthcare. Springer, 2014, ISBN 978-3-658-07141-7 .
  • Rundolf S. Freyermuth, Lisa Gotto, Fabian Wallenfels: Serious Games, Exergames, Exerlearning: On the transmedialization and gamification of knowledge transfer. transcript Verlag, 2014, ISBN 978-3-8394-2166-6 .
  • Yvonne J-Lyn Khoo: Exergaming Acceptance and Experience in Healthy Older People and Older People with Musculoskeletal Pain. Teesside University, 2014.
  • David Matusiewicz, Linda Kaiser: Digital Corporate Health Management: Theory and Practice. Springer-Verlag, 2017, ISBN 978-3-658-14550-7 .
  • Gerhard Schneider: Exergames: Digital screen games that promote movement?

Individual evidence

  1. ^ V. Benzing, M. Schmidt: Exergaming for Children and Adolescents: Strengths, Weaknesses, Opportunities and Threats . In: Journal of Clinical Medicine . tape 7 , no. 11 , November 8, 2018, p. 422 , doi : 10.3390 / jcm7110422 ( mdpi.com [accessed November 10, 2018]).
  2. Ian Bogost: The Rhetoric of Exergaming. In: Proceedings of the Digital Arts and Cultures. 2005. ( exergamefitness.com. (PDF) July 10th 2011, accessed on 5 October 2018 . )
  3. Star Lawrence: Exercise, Lose Weight With 'Exergaming'. January 18, 2005. ( http://www.foxnews.com/ ( Memento from April 18, 2009 in the Internet Archive ))
  4. Tom Kim: In-Depth: Eye To Eye - The History Of EyeToy . ( gamasutra.com [accessed October 5, 2018]).
  5. ^ Nintendo Co., Ltd .: Upcoming Third-Party Software Lineup (extracts: July 2009 ~). (PDF) Retrieved October 5, 2018 .
  6. Wags and hoodies make dictionary . June 4, 2007 ( bbc.co.uk [accessed October 5, 2018]).
  7. Michael Rosenberg: Sorry gamers, Wii Fit is no substitute for real exercise . In: The Conversation . ( theconversation.com [accessed October 5, 2018]).
  8. 'Pokémon Go' Catches High Praise from Health Experts . In: Live Science . ( livescience.com [accessed October 5, 2018]).
  9. ^ Google Scholar. Retrieved October 5, 2018 .
  10. ^ Anne Brüning: Athletes in Cyberspace: Rowing without getting wet . In: Berliner Zeitung . ( berliner-zeitung.de [accessed October 5, 2018]).
  11. ^ Wei Peng, Julia C. Crouse, Jih-Hsuan Lin: Using Active Video Games for Physical Activity Promotion . In: Health Education & Behavior . tape 40 , no. 2 , July 6, 2012, ISSN  1090-1981 , p. 171-192 , doi : 10.1177 / 1090198112444956 .
  12. ^ Wei Peng, Jih-Hsuan Lin, Julia Crouse: Is Playing Exergames Really Exercising? A Meta-Analysis of Energy Expenditure in Active Video Games . In: Cyberpsychology, Behavior, and Social Networking . tape 14 , no. November 11 , 2011, ISSN  2152-2715 , p. 681–688 , doi : 10.1089 / cyber.2010.0578 .
  13. Ahmad Ameryoun, Hormoz Sanaeinasab, Mohsen Saffari, Harold G. Koenig: Impact of Game-Based Health Promotion Programs on Body Mass Index in Overweight / Obese Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled Trials . In: Childhood Obesity . tape 14 , no. 2 , February 2018, ISSN  2153-2168 , p. 67–80 , doi : 10.1089 / chi.2017.0250 ( liebertpub.com [accessed October 5, 2018]).
  14. Maziah Mat Rosly, Hadi Mat Rosly, Glen M. Davis OAM, Ruby Husain, Nazirah Hasnan: Exergaming for worth individuals with neurological disability: a systematic review . In: Disability and Rehabilitation . tape 39 , no. 8 , April 25, 2016, ISSN  0963-8288 , p. 727-735 , doi : 10.3109 / 09638288.2016.1161086 .
  15. The effect of active video games on cognitive functioning in clinical and non-clinical populations: A meta-analysis of randomized controlled trials . In: Neuroscience & Biobehavioral Reviews . tape 78 , July 1, 2017, ISSN  0149-7634 , p. 34–43 , doi : 10.1016 / j.neubiorev.2017.04.011 ( sciencedirect.com [accessed October 5, 2018]).
  16. Move it and use it: Exergaming may help those at risk of Alzheimer's or related dementias. Retrieved October 5, 2018 .
  17. Exergaming can improve executive function in children with ADHD . In: PsyPost . August 31, 2018 ( psypost.org [accessed October 5, 2018]).
  18. J. Ahnert, H. Vogel, M. Schuler: Exergames in rehabilitation for depressed patients - feasibility and acceptance . In: Practice Clinical behavioral medicine and rehabilitation . 2014, p. 174-185 .
  19. M. Schuler, H. Vogel, S. Stonawski, A. Lüttgemüller, C. Ihlow, U. Schultze-Althoff, J. Ahnert: Exergames in Rehabilitation: Use of the Nintendo Wii for Depressive Diseases. In: Symposium on Clinical Psychology and Psychotherapy of the DGPs Section Clinical Psychology and Psychotherapy . 2012.
  20. ^ V. Benzing, YK Chang, M. Schmidt: Acute Physical Activity Enhances Executive Functions in Children with ADHD . In: Scientific Reports . tape 8 , no. 1 , August 17, 2018, ISSN  2045-2322 , doi : 10.1038 / s41598-018-30067-8 , PMID 30120283 , PMC 6098027 (free full text) - ( nature.com [accessed November 10, 2018]).
  21. ^ V. Benzing, M. Schmidt: Cognitively and physically demanding exergaming to improve executive functions of children with attention deficit hyperactivity disorder: a randomized clinical trial . In: BMC Pediatrics . tape 17 , no. 1 , January 10, 2017, ISSN  1471-2431 , doi : 10.1186 / s12887-016-0757-9 , PMID 28068954 , PMC 5223426 (free full text) - ( biomedcentral.com [accessed November 10, 2018]).