Diffusion of Innovations Multimedia Presentation Xergaming with focus on Xertrainer Sue Beer 2011 EDUC 7101-2 Walden University.

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Presentation transcript:

Diffusion of Innovations Multimedia Presentation Xergaming with focus on Xertrainer Sue Beer 2011 EDUC Walden University

Video Clip link

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 exercise but not all children are interested in organized sports. Schools are trying to make their P.E.classes more inclusive to children of different sizes, abilities and interests.

NEED Exergaming is especially important for at-risk populations, specifically children who carry excess body weight and it appears to be a potentially innovative strategy that can be used to reduce down time, increase loyalty to exercise programs, and promote enjoyment of physical activity. Exergaming provides a new and exciting way to draw students into a healthy lifestyle by letting them experience the fun and confidence associated with being physically fit.

RESEARCH Exergaming is popular in the US and research is finding that it can improve players’ stress levels, weight management, fitness, and health. Documented research indicates that physical activity through exergaming benefit cardio- vascular health, reduction of anxiety, improved sensory-motor learning, and improved cognitive alertness and performance (Shasek, 2005).

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

HISTORY OF EXERGAMES 1982history.docx

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

Time %OF INNOVATIOn%OF INNOVATIOn EXERGAMES EXERGAMING- Atari’s Puffer project in 1982 was the first known attempt at producing an exergaming activity. By the late 1980s, Nintendo tried again with the Powerpad, but to no avail, it faded from the market. During the 1990s, the fitness business encountered positive feedback from customers when they included traditional exercise with technology. Finally, in 1998, exergaming started to become the new exercise craze and it continues to grow today.

RESEARCH Xertrainer 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 Xertrainers are present in: YMCA, JJC & Nonprofits establishments Educational settings Park & Recreation departments Health & Fitness Clubs Military- youth and family

Time %OF INNOVATIOn%OF INNOVATIOn Xertrainer XERTRAINER-The XERTRAINER is off to a slow start but is gaining interest as more schools, recreation and fitness centers are incorporating it into their daily activities.

EARLY ADOPTERS Children under age of 18 make up just 28% of all gamers, they are currently the greatest adopters of exergames. Fitness facilities Youth Centers

LAGGARDS High risk schools Clinics Low economic families Concern: Financial Restraints Space

QUOTES “We use them as a bit of a carrot,” he says, “for academic as well as activity reasons. Kids tend to be creative and want to move and be active.” Retrieved from: “Exergaming”—or using video games to trigger exercise—is the latest trend in physical education programs, as educators try to get a broader range of students to exercise more regularly and rigorouslY”. Retrieved from: ““I think that as instructional technology changes, and we keep up with technology in our core classes of math, language arts and science,” AMS 5- 6 principal Matt Schwartz said “it’s important that the exploratory classes like art, music and physical education move into technology too, because it promotes a higher level of participation and activity”.” Retrieved from:

QUOTES "Physical education instruction, the way it used to be, doesn't work anymore,” said interim Superintendent Garnell Bailey. "We have to meet our children where they are. We have to use the technology available to us to keep our students energized and active." "We expect participation to be up near 100 percent, which is almost unheard of," Retrieved from: icle&id=400:fwd-news-revisiting-the-benefits-of- exergaming&catid=54:health-a-fitness-games&Itemid=43

REFERENCES xergames. xergames ch.html ch.html Shasek, J. (2005). Revive! The Workplace-Break. Unpublished report, RedOctane, Inc., Sunnyvale, CA.