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Video Games: Let’s Get Physical
December 19, 2007, 4:33 pm
Filed under: 14-18, 19-39, gaming, lifestyle, motivation, overcoming

Video games: “Exergaming”, which combines on-screen action with physical exercise, shows that gamers need not be couch potatoes

FROM THE ECONOMIST

IN THE heart of Silicon Valley, not far from Google’s headquarters, a new gym aimed at a teenage clientele opened its doors last September. As befits its location, it is an unusually high-tech establishment. As well as the weights and cardiovascular exercise gear, Overtime Fitness has “exergaming” equipment that combines video games with physical exercise. One controller allows ordinary Xbox games to be played using full-body movements: players exert pressure on a padded metal bar, rather than pushing buttons on a plastic controller. With another system, players stand in front of a screen and wear a belt equipped with motion sensors, controlling on-screen action with real-world movements.

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December 19, 2007, 4:03 pm
Filed under: 14-18, 19-39, 30-45, diagnostic, environmental, gaming, lifestyle, motivation, movement, personal, research, science

Computer game translates physical activity into video games

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Finding a way to motivate the billion people in the world who are overweight to lose excess pounds can be an overwhelming task, but a University of Houston professor is meeting that weighty challenge with a challenge of his own.

Ioannis Pavlidis, a UH computer science professor, and research assistants Yuichi Fujiki and Kostas Kazakos, have developed a computer game that translates physical activity into video games, such as races and logic puzzles. Dubbed Non-Exercise Activity Thermogenesis (NEAT-o) games, they can be played on any hand-held personal digital assistant (PDA) with users wearing a lightweight, wearable sensor that detects movement like running, walking, bending over or even foot tapping.

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December 19, 2007, 4:00 pm
Filed under: 14-18, 19-39, 30-45, 45-60, 5-9, gaming, lifestyle, motivation, movement, play, prevention, research

Video Games: Good for the Body, Good for the Brain

Mon Oct 1, 2007 5:48PM EDT

See Comments (81)

Treadmills and stretching are out: Physical therapists are turning to the Nintendo Wii to help the injured and infirm get their grooves back while increasing flexibility and strength. Click on over to see a video of a 70-year-old patient looking awfully spry as he hits a few balls in Nintendo’s Wii Sports tennis game… all part of a medical therapy regimen. (more…)


From the NYTimes…
December 19, 2007, 3:58 pm
Filed under: 14-18, gaming, motivation, movement, object, play, prevention, research
April 30, 2007

P.E. Classes Turn to Video Game That Works Legs

MORGANTOWN, W.Va. — Children don’t often yell in excitement when they are let into class, but as the doors opened to the upper level of the gym at South Middle School here one recent Monday, the assembled students let out a chorus of shrieks.

In they rushed, past the Ping-Pong table, past the balance beams and the wrestling mats stacked unused. They sprinted past the ghosts of Gym Class Past toward two TV sets looming over square plastic mats on the floor. In less than a minute a dozen seventh graders were dancing in furiously kinetic union to the thumps of a techno song called “Speed Over Beethoven.”

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Lengthy, but Interesting…
December 19, 2007, 3:49 pm
Filed under: 14-18, 5-9, barriers, cultural, gender, movement, overcoming, play, research

“COMPLETE FREEDOM OF MOVEMENT”: VIDEO GAMES AS GENDERED PLAY SPACES
by Henry Jenkins
[Download PostScript version for printing] A Tale of Two Childhoods
Sometimes, I feel nostalgic for the spaces of my boyhood, growing up in suburban Atlanta in the 1960s. My big grassy front yard sloped sharply downward into a ditch where we could float boats on a rainy day. Beyond, there was a pine forest where my brother and I could toss pine cones like grenades or snap sticks together like swords. In the backyard, there was a patch of grass where we could wrestle or play kickball and a treehouse, which sometimes bore a pirate flag and at other times, the Stars and Bars of the Confederacy. Out beyond our own yard, there was a bamboo forest where we could play Tarzan, and vacant lots, construction sites, sloping streets, and a neighboring farm (the last vestige of a rural area turned suburban).

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Full Body Games…
December 19, 2007, 3:42 pm
Filed under: 14-18, 19-39, 5-9, gaming, movement, play

Full Body Games, by Jonah Warren (US), is a set of three video games where the player can affect the game’s action by using his or her body, free of wires and controllers.

The user�s silhouette is extracted from a video image and projected in front of him/her. The silhouette can then interact with graphic game objects such as moving colored blocks and balls.

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http://www.we-make-money-not-art.com/archives/002496.php



Parrellel’s to be Drawn from Guitar Hero…?
December 19, 2007, 3:16 pm
Filed under: 14-18, 19-39, barriers, lifestyle, motivation, movement, object, overcoming, play

It seems for every Guitar Hero video posted by anyone, there will inevitably be comments like, “Go buy a real guitar!”, “What’s the point?”, “Get a life!”, and so on. I think people overestimate how much time it takes to learn how to play these games. If you play other music/rhythm games, the concept is similar and the learning curve is a lot lower. Even if you’re playing for the first time, it’s pretty simple.

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Adolescent Boys report…
December 17, 2007, 3:24 pm
Filed under: 14-18, barriers, gender, lifestyle, motivation, movement

Male adolescents’ reasons for participating in physical activity, barriers to participation, and suggestions for increasing participation

Kenneth R. Allison Physical activity and fitness are generally recognized as contributing to enhanced physical and mental health as well as prevention of a number of diseases and other problems later in life (Blair et al., 1989; Haskell, Montoye, & Orenstein, 1985; Powell & Blair, 1994; Stephens, 1988; U.S. Department of Health and Human Services, 1996). Furthermore, concern about greater numbers of overweight and obese children, and the question of whether this pattern will continue into later adolescence, also suggest the benefits of physical activity among children and youth (Dishman, Sallis, & Orenstein, 1985; Sallis, Prochaska, & Taylor, 2000; U.S. Department of Health and Human Services, 1996). The normal pattern during adolescence, based largely on cross-sectional studies in North America and other settings, indicates a decrease in activity with increasing age (or grade), compounded by consistently lower levels of activity among females compared to males (Allison & Adlaf, 1997; Tappe, Duda, & Ehrnwald, 1989; Trost et al., 2002). Because of the health and other benefits of physical activity, these lower levels of physical activity among older adolescents are of concern.

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Teen Girls report…
December 17, 2007, 3:13 pm
Filed under: 14-18, barriers, body image, cultural, gender, lifestyle, motivation, movement, overcoming, personal

Teen Girls Report Barriers To Physical Activity

05 Apr 2006

Teenage girls perceive lack of time as the number one barrier to physical activity, according to a new study published in the March issue of Medicine & Science in Sports & Exercise�, the official journal of the American College of Sports Medicine (ACSM). The three-year survey assessing black and white adolescent girls reveals sedentary habits are mostly linked to internal barriers (interest, motivation), which were unrelated to external factors (jobs, recreation).

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