Showing posts with label Exergame. Show all posts
Showing posts with label Exergame. Show all posts

Video Fitness - Exergame Fitness

VIDEO FITNESS

12-24-08

Video Fitness

By WEEK Sports

As Santa heads out this evening to make his deliveries. There are plenty of Nintendo Wii's in the back of his sleigh. They're part of a new trend of Video Game Fitness. And the Peoria Park District and OSF are taking it to a whole new level.

At first glance this room at the Riverplex looks like an arcade. Look a little closer and it looks like any other workout room, turns out it's both.

Riverplex assistant General Manager Carl Cannon said, "These are interactive programming. When you get on a bicycle here, you're gonna pedal. It's going to work your heart, it's designed to do that. There's no pedal that you press and the gas makes you go further. You'll work the legs, you'll work the upper body."

The Exergame Zone at the Riverplex is part Workout room, part Chuckie Cheese. With over $100,000 worth of video equipment it's easy to forget you're getting a workout.

Mary Arnold said, "I was never one to get on machines. I like to walk, I love the track. When they brought this in here I thought this is ideal for me cause I don't feel like I'm Working out."

Alex Stephens said, "It's something to take your mind off. You're getting tired, it's fun. You can play with someone else. The interaction is a lot better than being upstairs."

The exergame room is for everyone. During our recent visit we found former Peoria Notre Dame and Illini Basketball Player Brian Randle Working out and grooving to the tunes on the Dance Dance Revolution Game.

Brian Randle said, "I think DDR really kicked it off for Adults and kids to see that video games can be good for fitness and not have to go into the gym and jump on an elliptical. For me to have something like this as a child would have been unbelievable."

WMBD/WYZZ TV - PEORIA -- A new fitness program combines video games with exercise.

Video Games and Fitness
Reported by: Angelica Alvarez, WMBD/WYZZ TV
Thursday, Nov 13, 2008 @11:34am CST

WMBD/WYZZ TV - PEORIA -- A new fitness program combines video games with exercise.

Riverplex in Peoria introduces Exergaming, a program to get the unmotivated, motivated. Exergame Fitness uses interactive games to keep kids moving. Organizers say with the alarming rise in childhood obesity, it was imperative to find a way to pair the popularity of technology with health. Kids are so wrapped up in the game, they don't even realize they're improving their health. Exergame Fitness is the worlds largest provider for Exergaming, Exerlearning (Brain Fitness) and medically driven programming. 

Carl Cannon with CHOICES and the Park District, says, "The only exergaming room of its type in the nation, and it played in Peoria first. So if I had advice for parents this Christmas, tell them to get rid of those things you do with your hands and have them start using their legs, their hearts and their minds.

Sixth grader, Timesha Bailey, was one of the first students who got to try to program and when asked what she'll tell her classmates about it, she says, "You all need to come next time, it is so much fun! You're really in the game, fighting people, it's so fun!"

Organizers say Exergaming isn't just a great way to get in shape, but the games also improve hand-eye coordination and engages the mind and body together in active problem solving. 

Kids from the CHOICES program are among the first to be able to use the Exergaming program.

Exer-gaming gets the nod from Canadian health meet



By Frank Caron Published: November 04, 2008 - 10:09AM CT

Though there are those who would dispute the link between noteworthy weight-loss and the various exer-gaming products offered by games like Wii Sports and Wii Fit when played in an active manner, members of a Canadian university think tank on health has come out in favor of the titles and their ability to encourage overweight children to be more active.

Laurette Dube, head of the 2008 McGill Health Challenge Think Tank put on by the University of McGill in Montreal, Canada (which is the foremost medical school in the country), expressed her views to attendees that exer-gaming could be a valuable motivation tool, contrary to what other groups have said. Linda Carson, professor of physical education at West Virginia University, recently completed a study on exer-gaming and its effect on children using Wii Sports and presented alongside Laurette at the gathering.


"There are some folks who feel that by promoting physical activity through the use of video games, children are being socially isolated or not be encouraged to go outside and play," said Carson to attendees. "I think exer-gaming needs to be recognized as an exciting alternative to traditional physical education. There's a lot of value to children having physical activity options in their home and even at school."

Regardless of what the science says, I've always been of the mind that anything that gets kids off the couch and up moving is better than sitting lazily on the couch and just thumbing a controller. I'll be the first to admit that getting some rounds of Wii Tennis in with my cousins definitely led to more than a few trips to the tennis courts that would have never otherwise happened. Making the transition to real sports may require more than just plopping a Wii in the household, but that's the parents' job: the Wii is just an excellent segue from inactivity to action.

Exergame Fitness | XRGame Zone at The RiverPlex in Peoria IL

Just imagine for a moment...

Kids voluntarily playing videogames to stay active, healthy and educated....

Exergaming is the Answer!

Ask us how we can help your facility!



Kids Swallow More Pills as Big Waistlines Become Growing Pain

More American children are taking pills for diabetes, high blood pressure and cholesterol than ever before, reflecting a rise in chronic diseases related to obesity, a study found.

Use of drugs for type-2 diabetes, the form of the disease commonly seen in overweight adults, doubled in children ages 5 to 19 and cholesterol-lowering medications rose by 15 percent between 2002 and 2005, according to the report published today by the journal of the American Academy of Pediatrics.

A surge in obesity among children puts them at risk for diabetes, hypertension and other conditions, said researchers from Express Scripts Inc., the Pediatric Research Institute at St. Louis University and the Kansas Health Institute in Topeka who worked on the study. The report supports earlier data published in June by Harvard University researchers that found a fourfold increase in childhood obesity over three decades.

``Ten or 15 years ago we weren't even discussing these conditions, which were mainly in adults,'' said Emily Cox, a senior director of research at St. Louis-based Express Scripts, which provided data for the research. ``Now we are seeing a growing number of children being treated for chronic conditions that they are going to take into adulthood.''

The study tracked the prescription drug records collected by Express Scripts, which manages pharmacy benefits, for about 3 million children a year. Use of drugs for asthma, also linked to obesity, rose 47 percent and high blood pressure medicines rose 2 percent, the report said.

Girls Highest

Drug use was especially high among girls, who were more than twice as likely to be taking a diabetes medication as boys, even though girls aren't more likely to have the disease, the researchers said. Cox suggested this may be because girls visit the doctor twice as much as boys.

There was also a 40 percent rise in drugs for attention deficit hyperactivity disorder with the increase for girls, at 63 percent, rising faster than for boys, at 33 percent.

The researchers also saw a boost of ADHD drug use in 15 to 19 year olds, an age group for which use typically declines as teenagers are taken off the medications. That may be a sign that ADHD drugs are being used more as stimulants to help teens keep up with schoolwork or for recreational use, Cox said.

``There is a sense that they are being used at that age for productivity at school,'' said Cox.

Doctors may be also prescribing more medicines to children after a 1997 law encouraged drugmakers to study the effects of their medicines in adolescents, the researchers said.

That law gave companies a six-month extension on their patent if they studied a product in children. Before the law, few companies did research in kids because the market potential was considered small.

To contact the reporter on this story: Shannon Pettypiece in New York at spettypiece@bloomberg.net

Distribution Opportunities:If interested in selling or representing the Exergame Fitness products or services please visit our website at www.exergamefitness.com or call 877.668.4664 for more information.

About Exergame Fitness
Exergame Fitness – a Motion Fitness Company is the world’s largest distributor & supplier of Exergaming, Exerlearning, Kids Fitness Products & Programming to YMCA’s, Schools, JCC’s. Park Districts, Health Clubs, Hospitals, Kid Zones, Family Entertainment Centers, Casinos, Government/VA and more.

Exergame Fitness provides Facility Planning & Installation, Grant & Funding Assistance, Program Design & Product Training, Turnkey Marketing Support, Free Layout Designs & Concepts, Detailed Programming Curriculums, Finance & Lease Options and more. Exergame Fitness offers the lowest prices on any of the products they carry backed by a 110% Lowest Price Guarantee.
# # #

The Deadly Economics of the Childhood Obesity Epidemic

Children's International Obesity Foundation sees too many financial benefits going to interests which keep children fat.

New York, New York September 18, 2008 -- According to the CHILDREN'S INTERNATIONAL OBESITY FOUNDATION (CIOF), an acknowledged authority and voice regarding childhood obesity, the short-term financial benefits and incentives for fattening up children are making childhood obesity into a profit opportunity for too many, and at the ultimate expense of children's lives.

Douglas Castle, speaking for CIOF, said, "It is acknowledged by every major healthcare agency and authority in the United States and throughout the world that obesity is the greatest threat facing our children today. The obesity epidemic is the gravest threat to kids' health that we know, and a whole generation's very survival is threatened by it.

The public is being deceived and misled into believing that their funds are going toward saving kids. Meanwhile, these groups are getting richer and more powerful, and CIOF has to work even harder to get its essential humanitarian work done.We have to stay alive so that we can fight to keep children alive. The economic deck is stacked against legitimate efforts at getting youngsters from fat to fit. Our awareness, education, prediction and prevention programs need even greater resources to fight the efforts of these wolves in sheep's clothing.

"No one argues that more than one in every three children is dangerously overweight or obese. No one disputes that complications from childhood overweight are, by far, the greatest single cause of death amongst our youngsters. And it is well established that this generation of children is the first in recorded history to have a shorter life expectancy than their own parents. CIOF has been shouting this.

"The obvious question is, 'if we, as a decent society know this, why aren't we doing something to reverse the epidemic?'

"The answer is chilling," said Castle. "Too many companies, agencies and even foundations are simply making too much money by keeping kids fat. The snack food and beverage giants, the pharmaceutical companies, the pop-psychologists, the clothing manufacturers, the fad diet pundits -- even some unscrupulous healthcare providers and foundations which are actually just puppets for these same special interest groups are getting richer and richer by feeding off of this epidemic.

"These groups are either oblivious to the future of humankind, or they are engorged leeches, without any conscience. They are trading children's lives for profits and cash flow. Until there is anincentive for these profiteers to behave differently, and until they are revealed for who they really are, they will continue to confound every sincere effort to stop this killer," warned Castle.
Robert Hinnen, CIOF's Executive Director, said, "Too much money is going to these profiteers and political interests -- and not nearly enough is going to organizations like CIOF, where our agenda is completely transparent and our mission is to predict, prevent and treat obesity; in that order.

"We recently launched our September awareness and fund raising campaign to help stop the obesity epidemic, and we are competing for every single dollar with these 'so called' charities and other groups which are actually controlled by the same interests that push the products which make children fat and keep them even fatter.

"Yes, the economy is very shaky right now, but can we allow this to dictate the quality of health for our children?

"Donations are desperately needed now more than ever...We fully understand that people want to know where their money is going, especially now with what we all just witnessed with Lehman, Merrill, AIG and everyone impacted by the catastrophic changes on Wall Street...but the difference here is we don't have the option to have the Federal Reserve send 'lifeboats' for our kids, instead, CIOF has to fight for even a small fraction of the funds which actually go toward the promotion of obesity.

"My observation is that sadly very few of us realize how much harm is being done...These other players are re-routing dollars right back into the power source that is making our children sick with cardiac problems, diabetes, respiratory failure, kidney and liver diseases and even cancer.
"The public is being deceived and misled into believing that their funds are going toward saving kids. Meanwhile, these groups are getting richer and more powerful, and CIOF has to work even harder to get its essential humanitarian work done."

Hinnen continued, "We have to stay alive so that we can fight to keep children alive. The economic deck is stacked against legitimate efforts at getting youngsters from fat to fit. Our awareness, education, prediction and prevention programs need even greater resources to fight the efforts of these wolves in sheep's clothing."

To make a tax deductible gift to CIOF, visit www.ciofoundation.org and donate. You can donate by mail, or directly online, through a secured portal on the website. CIOF is funded almost entirely bycontributions from individuals and small organizations.

ABOUT CHILDREN'S INTERNATIONAL OBESITY FOUNDATION (CIOF) CIOF is an approved IRS Section 501(c)(3)not-for-profit public foundation and charity whose international mission it is to eliminate dangerous overweight and obesity in children and teens through prediction, prevention, support and treatment. Each year, health complications caused by overweight and obesity in children and teens are responsible for a steadily increasing mortality statistic. CIOF notes that this is the first generation of children in the United States Of America who are not expected to live as long as their parents. To learn more about this problem and what you can do to help, visit www.ciofoundation.org

Games People (and Researchers) Play in Pursuit of Health

"Health is worth more than learning."

-Thomas Jefferson in a letter to cousin John Garland Jefferson, June 11, 1790

A strong argument could be made that health and learning are dependent on each other. Jefferson, in the letter cited above, was urging his cousin to set aside time every afternoon for exercise and recreation, arguing that such pursuits are vital to a person's overall well-being.

When you throw a third element into the equation -- fun -- another strong argument could be made that health and learning are enhanced.

"I'm a very strong believer that learning is fun," said Debra Lieberman, the "modern mother" of using interactive games to improve health.

"So much of getting and staying healthy involves learning; it's a very logical step to connect the two. And if you can make that connection fun and make it something people want to do, you're more likely to achieve your goals in both areas," Lieberman said.

Health researchers and gamers all over the country are moving toward their goals with a little more spring in their step this month after receiving money in the first round of grants from the national Health Games Research program directed by Lieberman.

"There's no doubt that well-designed interactive games can significantly improve players' health-related knowledge and outcomes," Lieberman said, adding, "Now we're trying to figure out how best to use the games we already have and how to design new ones with specific health goals in mind."

Dozen Grantees From 112 Applications

Health Games Research, based at the University of California-Santa Barbara, received 112 applications for grants involving games and health. A dozen winners were picked to receive up to $200,000 each in the program's first wave of research grants. A total of $2 million was awarded.

Health Games research is funded by an $8.25 million grant from the Robert Wood Johnson Foundation's Pioneer Portfolio, which supports innovative projects seeking breakthrough improvements in health care. Lieberman, widely acknowledged as a pioneer in the gaming-for-health field, is a lecturer in UC-Santa Barbara's Department of Communication and a researcher in the university's Institute for Social, Behavioral and Economic Research.

"The 12 new studies will give us deeper insights into how and why certain game designs are compelling, fun and effective, and for which types of people," Lieberman said.

"These projects -- and they're pretty diverse in both intent and audience -- will give us a good, broad spectrum of principles that game designers will be able to use to enhance the effectiveness of future health games and game technologies," Lieberman said.

'Wii-habilitation'

"I guess Wii-habilitation is as good a way as any to get across the idea," said Stacy Fritz, director of a project using Wii games with stroke victims at the University of South Carolina Research Foundation.

One of the 12 grantees, Fritz's study will compare the effects of two video game systems -- Wii and Playstation 2's EyeToy -- on players' mobility, balance and fear of falling.

"My interest is in people suffering [from] chronic problems from stroke-related injuries. I'm not a gamer by any means," Fritz said, "but I have to admit, I'm getting hooked. These things can be addictive ... and I mean that in a good way."

Ann Maloney, a child psychiatry researcher at Maine Medical Center Research Institute, is working on her fifth grant-aided study involving games and their health benefits for kids.

Her project will use Dance Dance Revolution, a popular dance game, to explore the effects of family-based "exergaming" on overweight children.

"Dance Dance Revolution is good for a variety of reasons," Maloney said, adding, "It's easy for a lot of kids, even uncoordinated ones; there's a wide range of songs and a wide range of speeds and ability levels."

"Since this is a family-based project trying to get parents and siblings involved, it's important to have a variety of styles of music. Parents can dance to Lawrence Welk and kids can dance to rap," Maloney said.

PatrĂ­cia da Cunha Belchior at the University of Florida in Gainesville will explore the use of action video games to improve everyday cognitive function in seniors. Her game of choice is Playstation 2's driving game Crazy Taxi.

"Interactive technology has the potential to promote health in a variety of ways," Belchior said, adding, "At the University of Florida, we conduct research on the use of interactive technology by older adults, and we have found that interactive technology has the potential to promote independence and quality of life in later years."

The 12 Winners

* Cornell University, Department of Communication (Ithaca, N.Y.) --Mindless Eating Challenge is a mobile phone game for younger adolescents that rewards good health habits and food choices.

* Indiana University, School of Health, Physical Education and Recreation (Bloomington) -- BloomingLife: The Skeleton Chase is an alternative reality game designed to promote physical activity and healthy lifestyles among college freshmen. It involves an interactive, fictional story (a mystery that takes eight weeks to solve) unfolding across a variety of media (e-mail, Web sites, phone calls from fictional characters, physiological monitoring).

* Maine Medical Center (Portland) -- Family-Based Exergaming with Dance Dance Revolution will identify impacts of the popular dance pad game on families with at least one overweight child, age nine to 17.

* Union College, Department of Psychology (Schenectady, N.Y.) -- Seniors Cyber-Cycling With a Virtual Team: Effects on Exercise Behavior, Neuropsychological Function and Physiological Outcomes is a randomized, clinical trial designed to identify individual and situational factors that influence exercise behaviors and health outcomes in community-dwelling older adults, age 50 and older.

* University of California-San Diego, School of Medicine (La Jolla) -- Behavioral Choice Theory Approach to Testing Exertainment for Adolescent Physical Activity will identify health behavior change principles used in a variety of commercially available exergames and their impact on players' physical activity levels.

* University of Central Florida, College of Medicine (Orlando) -- Practicing Relapse Prevention in Artificial-Reality Environments (PREPARE): A Game-Based Therapy Maintenance Tool will investigate role-playing games designed to enable people age 18 to 65 diagnosed with alcohol abuse or dependence to practice skills that can help them prevent real-world relapses.

* University of Florida, College of Public Health and Health Professions (Gainesville) -- Action Video Games to Improve Everyday Cognitive Function in Older Adults will explore the effects of an action-adventure driving video game (Playstation 2's "Crazy Taxi") on the visual attention skills of a group of community-dwelling adults, age 65 and older.

* University of North Carolina at Chapel Hill, School of Public Health (Chapel Hill) -- Presence: Predicting Sensory and Control Effects of Console Video Games in Young Adults will investigate motivations to expend energy during video game play for people age 18 to 35.

* University of South Carolina Research Foundation (Columbia) -- Commercially Available Interactive Video Games for Individuals With Chronic Mobility and Balance Deficits Post-Stroke will investigate the potential of physical activity video games to serve as innovative, cost-effective ways to help people recover motor skills after experiencing a stroke.

* University of Southern California, School of Cinematic Arts (Los Angeles) -- Effectiveness of Social Mobile Networked Games in Promoting Active Lifestyles for Wellness will use cell phones and the Web to deliver "Wellness Partners," a character-driven social mobile networked game, to children and adults age 12 to 44.

* University of Vermont, School of Medicine (Burlington) -- Breath Biofeedback Video Game for Children With Cystic Fibrosis will explore whether a breath biofeedback video game can improve cystic fibrosis patients' self-administration of inhaled medicines, engagement in respiratory exercises and awareness of their respiratory status.

* University of Washington, School of Medicine (Seattle) -- Video Games for Dietary Behavior Change and Improved Glycemic Control in Diabetes will investigate health impacts of online mobile mini-games for people with type 2 diabetes, age 18 and older.

MORE ON THE WEB

Health insurer Humana launches new Web site in Baltimore

National health insurer Humana Inc. recently launched a new Web site with the focus on games for health.

The Web site is part of an initiative created to encourage customers to have better fitness through game technology. The new website launched in conjunction with the fourth annual national Games for Health Conference held in Baltimore.

The site serves as an interactive brochure, providing information on Humana’s programs, mission and vision, as well as details on the health benefits of game technology. Users can explore a discoverable environment that highlights the many applications of games with healthy benefits. Also included are instructions on how to contact Humana’s Games for Health team to partner on future game development or to order games from the program.

At the Games for Health Conference, Humana ran the keynote panel with other health insurers to assess opportunities to use games for improving health. The health insurance company also hosted the “Exergaming Expo Room,” as well as a space for health game developers and others in the industry to discuss new ideas.

Exergame Fitness and Motion Kids attended the Games for Health Conference and brought a product called the Lightspace Play. The Lightspace Play includes an interactive floor surface comprised of 16”x16” programmable LED lit and pressure sensitive tiles constructed to fit a 10 foot square space. Each tile consists of sixteen 4” x 4” pixels that can display any color, pattern or image. The surface is able to detect location, movement and density of players to give a realistic gaming experience. Reactions to player movements are displayed on the surface and are accompanied by sound effects.

For more information on the Lightspace Play call Exergame Fitness at 866.245.3036

Humana piloted the new program with schools near its headquarters. The premise of the study was to combine student fitness and game technology. One of the games, the HorsePower Challenge, had 100 middle school students from five middle schools in Louisville wear pedometers for four weeks. The students level of activity was measured and recorded.

A daring young man and his dream to be different

WOLLONGONG, NSW: A young entrepreneur's daring and adventurous spirit drove him to a new town and a new business.

Stuart Joyce, 20, recently launched the adrenalin pumping Red Baron Laser Skirmish so thrill seekers can experience the excitement of live gaming either in their own backyard or in a bush land setting.

Originally from Goulburn, Stuart saw many of his friends moving to study at the University of Wollongong and although wanting to join the pack decided to do something different.

Quick to see the opportunity, Stuart decided to set up his Exergaming business in the Illawarra. Exergaming is the new term coined to describe gaming involving physical exertion and is a phenomenon currently sweeping the world.

New to the Illawarra, this is not paintball or laser tag. Rather Stuart and his team use sophisticated infra-red gaming guns that emit a harmless beam, similar to a TV remote to run mock missions, just like a live computer game.

"Our games are all action from start to finish. It's often the only thing that will get kids and adults alike away from their video games or TV and not only do the kids love it, but parents see the benefits instantly,” said Stuart.

“Our inflatable battlefield is one of our greatest assets, as they look very realistic and add an urban feel to our games, while allowing us to travel anywhere around the Illawarra or Southern Highlands," he said.

"The flexibility of our system allows us to offer our customers a number of alternative packages to meet their needs. We are available for fetes, private functions, corporate training events, and parties. We also hold weekend bush land games at the Mt Keira Scout Camp and will soon be introducing a weekly competition,” said Stuart.

About Red Baron Laser Skirmish
Red Baron Laser Skirmish runs unique battle missions using harmless gaming guns and inflatable barricades. It is fun for the whole family. Headquartered at the Mount Keira Scout Camp, Red Baron Laser Skirmish actually runs team building and battlefields all over Illawarra. www.redbaronlaser.com PH: 0439 463 264

Stuart Joyce, Red Baron Operations and Logistic Manager on the left, with Danny Killeen, Red Baron Laser Skirmish Events Coordinator on the right (higher resolution photo available if needed).

Press release pubilshed by www.seekingmedia.com.au

Exergaming Your Way to Fitness


NPR RADIO - by Allison Aubrey

Listen Now [4 min 39 sec] add to playlist

Are those mail-order kickboxing tapes gathering dust on top of your VCR? Before you pop them in, consider some of the advantages and disadvantages of sweating in the privacy of your own home.

The Pros of Home Workouts

  • It's Cheap
    Many exercises can be done at home for free or for the price of a few sets of dumbbells. Workout videos are another option, generally only $10 to $20—significantly less than a monthly gym membership. But for home fitness requiring more pricey equipment (including Wii Fit at $89.99), think about whether you're sure you'll stick with it before splurging.
  • It's Easy
    It's hard enough to find time to work out without having to trek back and forth to the gym. Home workouts can be easier to fit into a busy schedule. Only have 15 minutes? Want to work out at 2 a.m.? Much like those yoga instructors on television, home fitness is flexible.
  • Your Eyes Only
    For people who are just beginning a regular exercise routine or who are self conscious about exercising in front of others, home workouts can provide a more comfortable space.


The Cons of Home Workouts

  • You Gotta Have Friends
    Staying committed to exercise is easier if you do it with a friend, and the gym is a great place to meet like-minded and like-scheduled workout buddies. Of course, you can always invite a friend over for a joint home yoga session, but that leads to the next point...
  • A Tight Squeeze
    It requires some creativity to adapt a living room to a workout space. And it means sacrificing a gym's variety of equipment, powerful air circulation and tailored facilities.
  • Sticking With It
    The routine of going to the gym—and the fact that you're paying for it—can motivate people to go regularly. And sometimes getting out of the house can help clear the mind of daily stresses, making workouts seem relaxing rather than a chore.
  • Don't Try This at Home
    If you're going to be doing demanding exercises, it's important to do them correctly so you don't hurt yourself. Although video and TV instructors are great for motivation, they can't check your form and correct your technique like gym trainers can.

How Fit Are You?

Heidi Glenn, NPR

NPR science editor David Malakoff takes the President's Challenge in NPR's very tiny gym, with correspondent Brenda Wilson counting his sit-ups.

Before you start the home workouts, you can find out how fit you are with a new test from the President's Council on Physical Fitness and Sports.

It's an adult version of the test kids take in school, complete with push-ups, sit-ups and a flexibility test. At www.adultfitnesstest.org, you can find instructions on the President's Challenge Adult Fitness Test, and enter in your results for an online evaluation.

Video games designed to provide a workout are becoming big business.

As proof, look no further than last week's Games for Health national conference at which health researchers and game-makers showed off their latest innovations. Specialized games about protein folding and nutrition shared a venue with Nintendo's new mass-marketed exercise game Wii Fit, set to hit U.S. stores on Monday.

The Wii fit is the latest entry in a string of exercise video games, or "exergames." Nintendo's Power Pad, released in the 1980s, traded hand-held controllers for a floor mat that users jumped on. But the first exergame to make a real splash was Dance Dance Revolution after it was introduced in Japanese arcades in 1998. When schools in West Virginia documented that DDR helped kids dance their way to fitness, researchers and game-makers took note.

David Monk was one such game-maker. He works with Xergames Technology, which began making a similar game once it saw DDR's potential. "DDR kind of started it all, but it's going places that we don't even know yet," Monk says.

The buzz around active gaming has propelled the popularity of the Wii gaming console, which became a huge hit when Nintendo unleashed it in 2006. There's a lot of chatter that Wii games motivate old folks and families to get up and move around. Now, with its new Wii Fit, Nintendo steps up the competition.

The Wii Fit utilizes a balance board and features games specifically designed to boost areas such as balance and strength. One new game involves a hula-hoop challenge, which exercise researcher Alastair Thin demonstrated at the conference in Baltimore. Thin played a Japanese version of the game, on display by the group Gaming4Health.com.

Standing on the Wii's motion-sensitive board, Thin drew a crowd as he dipped and turned to catch on his head virtual hoops being tossed at him.

The game has obvious amusement value. Thin says that at first glance, the Wii Fit might not appear to have exercise value. "I know what exercise is. I can measure exercise on a bike or treadmill," he says.

But when Thin hopped off the board a few minutes later, he put his finger to his wrist to take his pulse: 156 beats per minute, definitely in the range of aerobic activity.

Getting Video Games Down to a Science

Thin teaches exercise physiology in the much colder climate of Edinburgh, Scotland, at Heriot Watt University. For students there, the weather can be an obstacle to outdoor exercise for months out of the year.

So when Wii Fit first hit store shelves in Great Britain last month, Thin was ready in his exercise lab to test it out. He bought two game consoles and recruited 11 students to try the games. Each wore a heart rate band so he could measure the workout's intensity.

In the step-aerobics game, similar to Dance Dance Revolution, Thin says students had trouble with coordination. Their heart rates rose to the equivalent of a moderate walking pace of 3.4 miles an hour. By comparison, Thin says, six minutes of hula-hooping brought the students to the cusp of a moderately intense cardiovascular workout.

"It's not just your hips — it's your arms, your shoulders, your legs, your ankles. Everything's working there and you're exercising really pretty hard," Thin explains.

The point of exergaming is that it's supposed to be more appealing than just walking or running on a treadmill, and Thin says his students told him the Wii Fit was fun.

What's unclear is whether they would have had the same experience without doing it in a group. Was it the camaraderie or competition that kept them going? These are the questions Thin wants to answer with additional research.

Meeting a Need

Thin says he's concerned that all the hype over virtual gaming will drown out the need for serious assessment.

"That's why I think it's very important to get ... good measurements as to just how much physical activity is involved," he says.

Studies that show a proven benefit could help push exergaming into more public spaces such as schools, gyms and recreation centers.

Nintendo isn't the only company hoping to capitalize on the games.

Brian Batease, who runs the game company Lightspace Corp. in Boston, says that if exergames get kids up and moving around, that can't be a bad thing. And he says there's a big demand. "Anything that's going to get kids off the couch ... it's going to be huge." The Lightspace Play can be found at a company called Exergame Fitness. This company is leading the industry in combining exercise and gaming for kids, teens and adults. YMCA's, Schools and JCC's are taking huge steps in making Exergaming the new form in kids health.