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

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

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

2 http://www.youtube.com/watch?v=A83QMYqTPYg&feature=youtube_gdata_player Video Clip link

3 The programs and equipment offered by XerTech cover a diversity of applications, ranging from combating obesity in youth, adults and seniors to conditioning high performance athletics, from medical wellness to education for PE, adapted PE and special education.

4 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”. http://www.comm.ucsb.edu/lieberman_flash.htm

5 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.

6 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.

7 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).

8 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

9 HISTORY OF EXERGAMES 1982 – Amiga releases the Joyboard, a stand-on peripheral for a skiing game (total flop)Joyboard 1982 – Atari conceptualizes the Puffer project, an exercise-controlled bike for the 400/800 or 5200 systems (abandoned and never released) 1986 – RacerMate releases CompuTrainer for the NES, a training aid and motivational tool where users pedal along roads (very expensive)CompuTrainer 1988 – Namco releases Family Trainer Power Pad for the NES, a floor mat game controller complete with giant buttonsFamily Trainer 1989 – Mattel and Nintendo release Power Glove for the NES, a robotic glove peripheral controller (users found to be relatively inoperable)Power Glove 1989 – Namco releases Dance Aerobics, an aerobics video game for the Power Pad and NESDance Aerobics 1992 – CyberGear Inc releases Tectrix VR Bike and Climber, a software driven interactive bike and stair stepper (difficult to maintain and master)Tectrix VR 1995 – Nintendo and Life Fitness release Extertainment System, an exercise bike with corresponding on-screen games ($3,500 price tag)Extertainment System 1996 – Namco releases Prop Cycle, an exercise bike game 1998 – Konami releases Dance Dance Revolution (and the era of exergaming truly begins) 2001 – UK company Exertris unties with Microsoft to release Exertris Interactive Exercise Bike, an interactive gaming workout cycle for Windows CE and XPExertris Interactive Exercise Bike 2003 – Cat Eye Fitness releases GameBike, a racing bike for PlayStation 1 and 2 2004 – Respondesign releases Yourself! Fitness, a virtual trainer for PlayStation 2 and XBox 2005 – Bodypad is released, a suite of controllers for knees, waist, elbows and hands for PlayStation 2007 – Gamercise releases power stepper and pedal peripherals, a power supply system that requires footwork from the player to power consoles 2007 – Fischer-Price releases Smart Cycle, a miniaturized stationary cycle arcade system for children ages 3 to 6Smart Cycle 2008 – Nintendo releases Wii Fit, a personalized training board for the Wii 2009 – Electronic Arts releases EA Sports Active, an advanced workout peripheral for the WiiEA Sports Active 2010 – Sony releases Move, a motion controller for the PS3 (coming to U.S. in September)Move 2010 – Microsoft releases Kinect, a motion gaming system for the Xbox 360 (coming to U.S. in November)Kinect http://www.healthgamers.com/2010/exergaming/the-history-of-exergames/

10 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

11 19802000201019902020 Time %OF INNOVATIOn%OF INNOVATIOn 100 80 50 70 60 40 30 20 10 90 0 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.

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13 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. Although there is limited research discussing the benefits active gaming may have with skill development, these healthy ExerGames have certainly proven to have merit in quality physical education programs.

14 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.

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

16 19802000201019902020 Time %OF INNOVATIOn%OF INNOVATIOn 100 80 50 70 60 40 30 20 10 90 0 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.

17 BENEFITS of XERTRAINER Attracting participation and engaging sustained focus with short-attention grabbing computer games, played sequentially in the pursuit of mastery of skills and score Providing full body exercise by stimulating the hands, feet, eyes, ears and vestibular system in playing real games with real tactile equipment (not simulated) Requiring high levels of attention and focus for success (staying consciously in-the-now) Engaging in cognitive decision making under pressure Delivering a cardiovascular workout in a game format

18 ACTIVE GAMING IN PHYSICAL EDUCATION CLASSES “Active gaming is gaining in popularity not only with schools but various health facilities globally. When implemented properly in physical education classes, active gaming is being used as a tool to accomplish various objectives supported by national and/or state standards, not merely as free play or recess-related activity. Developmentally appropriate practices such as maximizing participation and developing learning experiences for the individual child should still be considered when using active gaming in any physical education program. Currently, the more popular method of implementing active gaming in physical education is to assist children in physically gaining moderate to vigorous physical activity minutes and cognitively learning about fitness-related components”. http://www.bing.com/images/search?q=images+of+kids++ex ergaming&view=detail&id=4CCF7F2A3D14BDC1654B2345AB A6E84FD5E1CB2C&first=31&FORM=IDFRIR

19 How the Sportwall XerTrainer works for your students Interactive technology makes it fun and inclusive, something everyone can and wants to do Group Programs, including Boot Camps, make it social, team oriented Personal Training Programs are more fun, engaging and uniquely challenging Quick physical results – speed, agility, cardio, functional fitness, core strength, motor & sports skills Quick mental results – focus, concentration, reaction time, visual and spacial awareness It's real, not virtual or simulated, play Progressive level programming makes it continually challenging for all abilities over years of play Easy to use – quick start program & intuitive interface with voice http://www.xergames.com/products/xertrainer.html

20 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

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

22 ATTRIBUTES FOR ADOPTION OF THE XERTRAINER Trialability “the degree to which an innovation may be experimented with on a limited basis” Observability “the degree to which results of an innovation are visible to others” Rogers, 2003, pg. 258

23 DECENTRALIZED APPROACH Rogers (2003)explains that it is “wide sharing of power and control among the members of the diffusion system; client control by local systems; much diffusion is spontaneous and unplanned” (pg. 396).

24 CHANGE AGENTS “An individual who influences clients’ innovation-decisions in a direction deemed desirable by a change agency” 7 Roles of change agent: 1.Develop a need for change 2.Establish an information exchange relationship 3.Diagnose problems 4.Create an intent to change in client 5.Translate intentions into actions 6.Stabilize adoption and prevent discontinuance 7.Achieve a terminal relationship with clients (Rogers, 2003, pg.400)

25 KEY CHANGE AGENTS Administration Physical Education & Adapted PE Teachers Fitness Facilitators Recreational Facilities

26 CRITICAL MASS Critical mass has not been met in the diffusion of the xertrainer but is demonstrating a slow rise. There are only 1,500 worldwide xertrainer’s in use. Strategy: “Individuals’ perception of the innovation can be shaped, by implying that adoption of it is inevitable, that it is very desirable, or that the critical mass has occurred or will occur soon” (Rogers, 2003, pg. 361). *Will occur soon is my situation in convincing the administration that the xertrainer is an up-and-coming tool for Adapted Physical Education*

27 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: http://www.foxnews.com/story/0%2C2933%2C144761%2C00.html “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: http://www.edweek.org/dd/articles/2008/04/30/04physed2_web.h01.html http://www.edweek.org/dd/articles/2008/04/30/04physed2_web.h01.html ““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: http://www.exergamefitness.com/wordpress/?tag=exergaming-in-school http://www.exergamefitness.com/wordpress/?tag=exergaming-in-school

28 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: http://www.gamefwd.org/index.php?option=com_content&view=art icle&id=400:fwd-news-revisiting-the-benefits-of- exergaming&catid=54:health-a-fitness-games&Itemid=43

29 REFERENCES http://xergames.com/markets/education.html http://en.wikipedia.org/wiki/Exergaming http://www.comm.ucsb.edu/faculty/lieberman/e xergames. http://www.comm.ucsb.edu/faculty/lieberman/e xergames http://xergames.com/aboutus/casestudiesresear ch.html http://xergames.com/aboutus/casestudiesresear ch.html www.absoluteastronomy.com/topics/Exergaming www.absoluteastronomy.com/topics/Exergaming Shasek, J. (2005). Revive! The Workplace-Break. Unpublished report, RedOctane, Inc., Sunnyvale, CA.


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