Going From Game back to Exercise (Again)
I was called upon to be the ‘exergaming expert’ for a mainstream magazine for 20/30-somethings. The article’s focus was on using the Wii for exercise. Some of the questions the journalist asked me got me thinking more about the misconceptions people still have about exergames.
During the course of my interview, I made a few interesting observations. The question came up about how to ‘enhance’ game play for the Wii in order to elicit greater health benefits. Enhance, as in, what additional things beyond the scope of game design would I recommend. Or, another way of putting it, what other (non-virtual, non-exergaming) activities would I suggest to complement the benefits of game play. So, if a game elicited a higher cardio response (as most games do, unless they include some form of weight-training exercises), would I recommend a session of weight-training or yoga as a complement to the game? Or, could strapping on a set of wrist weights during game play (shudder!), doing a set of sit-ups while a new level is loading, or wearing a heart rate monitor actually improve a player’s fitness outcomes?
As I was pondering my answers, I started realizing that these questions had nothing to do with exergaming. They were all about comprehensive fitness program design. The exergame just happened to be one of the activities in an exercise regimen. It was no different than if I were asked “would adding swimming to my workout enhance my treadmill exercises?” Sure, cross-training improves overall cardiovascular fitness. And swimming may, on some level, improve your performance on the treadmill. But a session of swimming does not directly change the current treadmill workout. (Unless, of course, you put your treadmill in the water. But then you run the risk of either watering-down the treadmill workout, or simply drowning in it).
When answering the journalists questions, I tried to keep the readers of the magazine in mind. This was a young, mostly female, wii-savvy with an active lifestyle-type audience. In other words, if the weather was too cold to play real tennis outside, they would play Wii Tennis inside. I imagined, they probably already had gym memberships, fitness DVDs or were the types willing to try new exercises. They probably owned a few fitness exergames (EA sports, Biggest Loser, Jillian Michael’s bootcamp, Your Shape), which are glorified workout DVDs more in-line with traditional fitness activities. This was the audience who would probably get a kick out of doing a lunge matrix off the Wii-Balance board or adding 2lb weights to their hand-held controllers. Not that there’s anything wrong with any of this, mind you (but they probably would jump at the opportunity to use an underwater treadmill, too).
But are articles like this doing exergames a disservice? Does it send the message to fitness enthusiasts: playing these games is not enough, you have to add something more. Does it send a message to the game designers: people are outgrowing your games, make more? Or, is it missing the mark completely. What message does it send to the people who really need to be active: you can’t escape exercise, be it at the gym or during game play, at some point you’ll have to do a sit-up.
When did game play go back to being exercise, again? Why are people not focused more on promoting the game play aspects of these games? Stop talking about how these games burn calories or its cardiovascular benefits or, gasp, how to make it more challenging! Everytime a sedentary person associates these games with exercise, we, as a health industry lose their interest! It’s a game, first! The health-benefits are built-in.


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January 19th, 2010 at 2:54 pm
Nice article Biray. I totally agree with you. This is “inside the box thinking” which the fitness industry is used too. They need to step “outside the box” and see that the engaging factor is what drives competitive play, replay value and creates excitement for their workout. I don’t know about you, but I say we take all of their iPODS, TV Screens and Music away and see how they like working out with no form of entertainment then. Exergaming is where it’s at.
January 19th, 2010 at 9:28 pm
I think you underestimates that zines demographic. Who says they (err, I) don’t know it’s a game?
Having just bought the Everlast Balance Board step booster and wimpy 2lb weights to help ramp up my Wii Fit Plus play, I do find it more helpful because “Free Step” is now with and extra 3″
Most fit people, or those who strive to be, will automatically find other things to do with the Balance Board (between games or while watching TV…the thing’s out anyway)…
* tricep dips
* dumbbell side-to-sides
* calf raises
And all the other things folks do with steppers.
I think exergaming can be part of any home gym so that it adds to an overall routine. So, yes, we agree with the end result, Biray. I’m simply suggesting that you give “exergamers” a bit more credit.
So. How to make it better? Make a community out of it like Mario Kart so that you can essentially do a cardio class/competition with someone else around the world…or around the block.
A lot of these games to allow for gamers to input exercises from real life. “How many steps did you take today?” or “What other activities did you do today?” True, it could be more robust and user-friendly but it’s available.
January 26th, 2010 at 2:56 pm
Merck – thank you for your response.
After reading your thoughts, I think there may have been a disconnect with what I was trying to articulate. I’m not suggesting that those who play exergames do not know it is a ‘game’. Nor am I saying that accessorizing your Wii is ineffective (it certainly can burn more calories!).
What I’m suggesting is that marketers are promoting exergames as the next new way to reach a sedentary audience – those who might never go to the gym or do a 3″ step class. So when this journalist asked me about ways to make the “wii” more challenging by adding extra exercises on the side – I only meant that it was once again promoting the wii the way ‘exercise’ or ‘fitness’ is traditionally promoted. Once again, alienating that core demographic of sedentary folks who would still never attempt a bout of sit-ups on or off the wii.
But if the point of the article was for people like you who *DO* enjoy these added benefits and accessories, my question was then posed to the ‘exergame’ programmers/developers. If fit people really are drawn to these games but are having to modify with additional exercises to enhance game play, then are programmers failing to develop games that meet the demands of this ‘fitter’ audience?
Thanks for contributing to this conversation!