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
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Filed under: 14-18, gaming, motivation, movement, object, play, prevention, research
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.”
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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If you’ve ever been asked why you play video games so much, and you answered, “Because they’re fun,” it turns out that you are, in fact, a damn dirty liar. According to a study published in the January issue of Motivation and Emotion (sounds like a chick mag to me…all those feelings), video games can fulfill a number of psychological needs, opportunities for achievement, freedom and even a connection to other players. Surprisingly, “fun” was found to be a far less motivating factor.
How does play develop, and how does verbal language become part of it? How does a verbal communicator participate in society, enjoy social events and offer their skills to society? The answers are probably easier to convey when a child is apparently developing, having mastered the very verbal environment in which they exist, or at least, feel that they are mastering it.
Play is the gateway to vitality.
By its nature it is uniquely and intrinsically rewarding. It generates optimism, seeks out novelty, makes perseverance fun, leads to mastery, gives the immune system a bounce, fosters empathy and promotes a sense of belonging and community. Each of these play by-products are indices of personal health, and their shortage predicts impending health problems and personal fragility.
This page presents descriptions of many of the elemental forms of play – “patterns of play.” Like the periodic table of the elements organizes all matter into an understandable framework for chemistry students, this page presents seven patterns of play – that to most people are unrelated behaviors – as elements of a larger, holistic framework.
Science and Human Play
The NIFP is following what nature wants us to know about play. We are looking to what the biological, social and physical sciences can tell us, so we can help unlock the transforming power of play. Play is as basic and as pervasive a natural phenomenon as sleep. Like sleeping and dreaming, it is ready to be examined as a whole. This page overviews how we will go about this task and what we expect may emerge from that work.
All children play. From the infant squealing in delight during a game of peek-a-boo to the older child playing a game of basketball, children of all ages play and they play in all kinds of ways.
