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Diffusion of Innovations Multimedia Presentation Xergaming with focus on Xertrainer. Sue Beer 2011 EDUC 7101-2 Walden University. Exergaming.
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Diffusion of InnovationsMultimedia PresentationXergamingwith focus on Xertrainer Sue Beer 2011 EDUC 7101-2 Walden University
Exergaming Video game playing used to be a sedentary pastime, but now a variety of games are compelling us to get up and move. These games – called “exergames” involve the player in dance, aerobics, kick-boxing, sports moves, martial arts, or other forms of physical activity and exertion as the way to interact within the game.
NEED • Inactive lifestyles have impacted the amount that children exercise and their desire to exercisebut not all children are interested in organized sports. Schools are trying to make their P.E.classesmore inclusive to children of different sizes, abilities and interests.
RESEARCH • Exergaming is popular in the US and research is finding that it can improve players’ stress levels, weight management, fitness, and health.
DEVELOPMENT • The first true attempt at what would later be called Exertainment was the Atari Puffer project (1982). This was an exercise bike that would hook up to an Atari 400/800 or 5200 system • The first exergaming system released to the market was the 1986 Computrainer and designed as a training aid and motivational tool
COMMERCIALIZATION • Exergame resellers have developed fitness centers and specialist room designs with programmes that focus entirely on creating environments for young people using exergaming for fitness. Exergaming can be found as part of larger fitness facilities or dedicated gyms
Video Clip link http://www.youtube.com/watch?v=A83QMYqTPYg&feature=youtube_gdata_player
RESEARCH • Scientific research was done in 2011 comparing energy cost of 6 forms of exergaming • Results claimed that the Xertrainer showed higher results in exercise, enjoyment and social development.
DEVELOPMENT The original goal behind the creation of Sportwall was to create fun short, fast moving, full-body games that engaged the full intensity and focus of the athlete, with results measured via electronically generated scores. Today, this approach has proven successful and continues to incentivize repeated play until mastery takes place.
COMMERCIALIZATION • Xergames are present in: • YMCA, JJC & Nonprofits establishments • Educational settings • Park & Recreation departments • Health & Fitness Clubs • Military- youth and family