Do Exergames Belong in the Gyms?
Two weeks ago, I attended an exergaming summit in beautiful Portland, Maine to discuss the future of exergaming - its advantages, limitations, barriers, and applications. A big ‘thanks’ goes out Beth Bryant and Ben Sawyer from Games for Health initiative and the Robert Woods Johnson Foundation for making this retreat possible. In the two-day intensive, we launched into interesting discussions about this growing field.
For more on those in attendance and general overview of the summit, Dr. Ernie Medina wrote an excellent post on his Exergaming Evangelist blog. The results from our conversations will eventually be published in a white paper and delivered in presentations at next year’s Games for Health conference. Stay tuned.
Now that I’ve had a couple of weeks to digest the outcomes of the retreat, I wanted to revisit a question that had been on my mind prior to attending this summit.
“Do exergames belong in the gym?”
Now, obviously I’d be the first to say “YES!” without batting an eye. And, yes, I still firmly believe there is a role for exergames within the fitness community. I’m certainly not suggesting they should be excluded as an additional mode of activity or equipment in a facility. But given the culture of a club and roles of the fitness professionals who staff it, exergames are not successfully coupling within this group.
Let’s take a closer look at the roles our fitness professionals play in this environment. They are in the business of creating and designing a workout experience. Their knowledge and experience have taught them the art and science of comprehensive program design. Exergames are developed in such a way where anyone can simply plug-in and play, by-passing the element of program design. They don’t take advantage of the education and expertise that fitness professionals bring to their jobs. If fit pros wanted to integrate exergaming into their program, outside of facilitating game play or motivating the players - what else are they to do? Verbally translate the directional arrows during a session of Dance Dance Revolution?
Exergames (at least, the ones currently on the market) DO NOT complement the strengths or highlight the roles of the qualified, certified fitness professional.
I feel I can somewhat qualify this statement. In my experiences teaching DDR classes in group exercise settings (in gyms & at recreational facilities), I honestly found my role as a facilitator disappear as participants caught on to game (often within the same class period). Although the classes were well-attended, it wasn’t clear how much of this was due to my instruction. Sure, as a video gamer and exerciser I was able to generate enthusiasm for exergames (as well as provide the equipment for the class). But as a fitness professional, I couldn’t help but notice how I was curbing my traditional teaching skills and refocusing my role.
An exergame should be able to retain its unique benefits (the fun-factor, its social appeal, the built-in biofeedback mechanisms, etc.), while still taking advantage of skills a fitness professional brings to this environment (by utilizing their expertise and teaching styles). Currently, there is no reason to couple fitness pros with exergames.
So if we ever want exergames to be successful in a gym setting, we have to justify to the fitness professionals how they can benefit from delivering exergames as an alternative mode of activity. Otherwise, we’ll just have fitness professionals on one side of the gym doing their thing and exergames on the other side (stuck near childcare).

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August 31st, 2008 at 6:14 am
I am not sure I understand this correctly - the problem with exergames is that they are too good at what they’re doing, making additional instruction superflous? Or is it that fitness professionals in general are not up to work with those systems?
In other words: What would be the benefit(s) of making a pro needed other than creating jobs for fitness professionals?
September 1st, 2008 at 1:04 am
Good questions.
I hesitate to think that it’s because exergames are ‘too good’ that they make additional instruction unnecessary. I think exergames could be either good, great, bad, or ineffective - but they still reduce the roles of the fitness professional to a mere supervisory, passive role. Fitness professionals are trained in program design, and when a game is doing most of the instruction and modifications based on user feedback - what is left for the instructor to do?
Fitness professionals are definitely willing to work with exergames, provided that these games have something for them to do (other than set up the machine and turn it on and supervise players). But at this point, they have no real incentive to couple their efforts with exergames.
The benefits of having professionals support exergames is crucial. Fitness professionals are a huge part of the health and fitness industry. They have access to a demographic of athletes, fitness enthusiasts, gym rats, and health seekers (who like the health club environment). They are trusted in their communities as the health experts. When members and clients have questions about health, they turn to their community experts (usually the personal trainers or group exercise instructors). If these fitness professionals support exergaming, then exergames would be targeting another audience.
Currently, exergames are successfully targeting schools and recreation facilities. They are being used to combat childhood obesity and these are commonly the places exergames are popular. Although there are instances where exergames are in the health clubs, they aren’t being fully supported or utilized to its potential by the personal training or group exercise staff.
So, it’s not about creating another job for the fitness professional - trust me, they have plenty to do without having to supervise over exergames, too. It’s about having the support of this community to keep the exergaming movement strong amongst all health educators.