Exergaming
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Fitness game, exergame, and gamercise (
portmanteau A portmanteau word, or portmanteau (, ) is a blend of wordsexercise Exercise is a body activity that enhances or maintains physical fitness and overall health and wellness. It is performed for various reasons, to aid growth and improve strength, develop muscles and the cardiovascular system, hone athletic ...
" and "game") are terms used for
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
s that are also a form of exercise. Fitness games rely on technology that tracks body movement or reaction. The genre has been used to challenge the stereotype of gaming as a sedentary activity, and promoting an active lifestyle. Fitness games are seen as evolving from technology aimed at making exercise more fun.


History

The genre's roots can be found in game peripherals released in the eighties, including the Joyboard, a
Atari 2600 The Atari 2600, initially branded as the Atari Video Computer System (Atari VCS) from its release until November 1982, is a home video game console developed and produced by Atari, Inc. Released in September 1977, it popularized microprocesso ...
peripheral developed by
Amiga Amiga is a family of personal computers introduced by Commodore International, Commodore in 1985. The original model is one of a number of mid-1980s computers with 16- or 32-bit processors, 256 KB or more of RAM, mouse-based GUIs, and sign ...
and released in 1982, the
Power Pad The Power Pad (known in Japan as Family Trainer, and in Europe and briefly in the United States as Family Fun Fitness) is a floor mat game controller for the Nintendo Entertainment System. It is a gray mat with twelve pressure-sensors embedded be ...
(or Family Trainer) a peripheral for the
Nintendo Entertainment System The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the commonly known as the The NES, a redesigned version, was released in America ...
(NES), originally released by
Bandai is a Japanese multinational corporation, multinational toy manufacturer and distributor headquartered in Taitō, Tokyo. Its international branches, Bandai Namco Toys & Collectables America and Bandai UK, are respectively headquartered in Irvine ...
Bogost, Ian (2005)
The Rhetoric of Exergaming
Georgia Institute of Technology The Georgia Institute of Technology, commonly referred to as Georgia Tech or, in the state of Georgia, as Tech or The Institute, is a public research university and institute of technology in Atlanta, Georgia. Established in 1885, it is part ...
. Retrieved on 2009-08-08.
in 1986, and the Foot Craz released for the
Atari 2600 The Atari 2600, initially branded as the Atari Video Computer System (Atari VCS) from its release until November 1982, is a home video game console developed and produced by Atari, Inc. Released in September 1977, it popularized microprocesso ...
in 1987, although all three had limited success.
Konami , is a Japanese multinational video game and entertainment company headquartered in Chūō, Tokyo, it also produces and distributes trading cards, anime, tokusatsu, pachinko machines, slot machines, and arcade cabinets. Konami has ca ...
's ''
Dance Dance Revolution (''DDR'') is a music video game series produced by Konami. Introduced in Japan in 1998 as part of the Bemani series, and released in North America and Europe in 1999, ''Dance Dance Revolution'' is the pioneering series of the rhythm and dance ...
'' (1998) was cited as one of the first major fitness games; when it was ported from the arcade to
PlayStation is a video gaming brand that consists of five home video game consoles, two handhelds, a media center, and a smartphone, as well as an online service and multiple magazines. The brand is produced by Sony Interactive Entertainment, a di ...
, it sold over three million copies.Star, Lawrence (2005-01-15)
Exercise, Lose Weight With 'Exergaming'
Fox News The Fox News Channel, abbreviated FNC, commonly known as Fox News, and stylized in all caps, is an American multinational conservative cable news television channel based in New York City. It is owned by Fox News Media, which itself is o ...
. Retrieved on 2009-08-08.
In the 2000s, a number of devices and games have used the exergame style to much success: the
EyeToy The EyeToy is a color webcam for use with the PlayStation 2. Supported games use computer vision and gesture recognition to process images taken by the EyeToy. This allows players to interact with the games using motion, color detection, and a ...
camera has sold over ten million units, while Nintendo's ''
Wii Fit is an exergaming video game designed by Nintendo's Hiroshi Matsunaga for the Wii home video game console, featuring a variety of yoga, strength training, aerobics, and balance mini-games for use with the Wii Balance Board peripheral. Matsunag ...
'' has sold in excess of 21 million copies. By June 2009, health games were generating revenues of $2 billion, largely due to ''Wii Fit's'' 18.22 million sales at the time. The term exergaming entered the ''
Collins English Dictionary The ''Collins English Dictionary'' is a printed and online dictionary of English. It is published by HarperCollins in Glasgow. The edition of the dictionary in 1979 with Patrick Hanks as editor and Laurence Urdang as editorial director, wa ...
'' in 2007. The genre has been promoted as a way to improve users' health through exercise, but few studies have been undertaken to measure the health benefits. Smaller trials have yielded mixed results and have shown that the respective traditional methods of exercise are superior to their video game equivalents. Design considerations for fitness games include the need to balance the physical effectiveness of the exercise with the attractiveness of the gameplay, with both factors needed to be adapted to the abilities of the player, referred to as 'dual flow'


1980s

Fitness games contain elements that were developed in the
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), edu ...
community during the 1980s. The pioneer in this area was
Autodesk Autodesk, Inc. is an American multinational software corporation that makes software products and services for the architecture, engineering, construction, manufacturing, media, education, and entertainment industries. Autodesk is headquartere ...
, which developed two systems, the ''HighCycle'' and ''Virtual Racquetball''. The ''HighCycle'' was an exercise bike that a user would pedal through a virtual landscape. If the user pedaled fast enough, the virtual bike would take off and fly over the landscape. ''Virtual Racquetball'' tracked the position and orientation of an actual racquet that was used to hit a virtual ball in a virtual environment. This environment was shared with another user equipped with another tracked racquet, allowing the two users to play each other over phone lines. In both systems, the users could wear the ''VPL eyephones'', an early
head-mounted display A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see Helmet-mounted display for aviation applications), that has a small display optic in front of one ( monocular HMD) or each eye ( binocular HMD). An ...
(HMD), that would provide more immersion for the user.Howard Rheingold. "Virtual Reality" pp188-189 ''
Simon & Schuster Simon & Schuster () is an American publishing company and a subsidiary of Paramount Global. It was founded in New York City on January 2, 1924 by Richard L. Simon and M. Lincoln Schuster. As of 2016, Simon & Schuster was the third largest publi ...
.'' 1991. .
The first true attempt at what would later be called Exertainment was the
Atari Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French publisher Atari SA through a subsidiary named Atari Interactive. The original Atari, Inc., founded in Sunnyvale, Ca ...
''Puffer'' project (1982). This was an exercise bike that would hook up to an Atari 400/800 or 5200 system. Forward speed was controlled by pedaling while steering and additional gameplay was handled by a handlebar-mounted Gamepad. The machine was nearly ready for production with several games (''Tumbleweeds'' and ''Jungle River Cruise'') when Atari declared bankruptcy and the Puffer project was abandoned. The Joyboard for the
Atari 2600 The Atari 2600, initially branded as the Atari Video Computer System (Atari VCS) from its release until November 1982, is a home video game console developed and produced by Atari, Inc. Released in September 1977, it popularized microprocesso ...
was also released in 1982, by the
Amiga Corporation Amiga Corporation was a United States computer company formed in the early 1980s as Hi-Toro. It is most famous for having developed the Amiga computer, code named Lorraine. History In the early 1980s Jay Miner, along with other Atari staffer ...
. In Japan,
Bandai is a Japanese multinational corporation, multinational toy manufacturer and distributor headquartered in Taitō, Tokyo. Its international branches, Bandai Namco Toys & Collectables America and Bandai UK, are respectively headquartered in Irvine ...
dabbled in this space with the
Family Trainer The Power Pad (known in Japan as Family Trainer, and in Europe and briefly in the United States as Family Fun Fitness) is a floor mat game controller for the Nintendo Entertainment System. It is a gray mat with twelve pressure-sensors embedded b ...
pad, released in 1986 for the
Famicom The Nintendo Entertainment System (NES) is an 8-bit Third generation of video game consoles, third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the commonly known as the The NES, a redes ...
(the Japanese version of the
Nintendo Entertainment System The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the commonly known as the The NES, a redesigned version, was released in America ...
). In 1988, Nintendo acquired the North American rights to the pad, and marketed it as the
Power Pad The Power Pad (known in Japan as Family Trainer, and in Europe and briefly in the United States as Family Fun Fitness) is a floor mat game controller for the Nintendo Entertainment System. It is a gray mat with twelve pressure-sensors embedded be ...
in North America. The first fitness game system released to the market was the 1986 ''Computrainer''. Designed as a training aid and motivational tool, the ''Computrainer'' allowed users to ride through a virtual landscape generated on an NES, while monitoring data such as power output and pedaling cadence. The product had a price that was far too high to be considered as an entertainment product, but was affordable by dedicated athletes. The product continues to this day, where it now runs using
Microsoft Windows Windows is a group of several proprietary graphical operating system families developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. For example, Windows NT for consumers, Windows Server for ...
compatible software with extensive graphic and physiological capabilities. About the same time as the Computrainer, Concept II introduced a computer attachment for their rowing machine. This has become their ''eRow'' product and is used for both individual motivation as well as competition in "indoor rowing leagues".


1990s

During the 1990s, there was a surge of interest in the application of
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), edu ...
to high-end gym equipment. Life Fitness and Nintendo partnered to produce the ''Exertainment'' System; Precor had an LCD-based bike product, and Universal had several CRT-based systems. The Netpulse system provided users with the ability to browse the web while exercising. Fitlinxx introduced a system that used sensors attached to weight machines in order to provide automated feedback to users. Three issues combined to ensure the failure of these systems in the marketplace. First, they were significantly more expensive than the equivalent models that did not have all the additional electronics. Second, they were harder to maintain, and were often left broken. Lastly the additional expertise required to operate the software was often intimidating to the users, who shied away from the machines out of fear that they would look foolish while trying to master the machine. Until 1998, nothing significant happened in the field of videogame exercise. Hardware was still too expensive for the average home consumer, and the health clubs were gun-shy about adopting any new technology. As high-performance game console capabilities improved and prices fell, manufacturers once more started to explore the fitness market. In 1998,
Konami , is a Japanese multinational video game and entertainment company headquartered in Chūō, Tokyo, it also produces and distributes trading cards, anime, tokusatsu, pachinko machines, slot machines, and arcade cabinets. Konami has ca ...
's ''
Dance Dance Revolution (''DDR'') is a music video game series produced by Konami. Introduced in Japan in 1998 as part of the Bemani series, and released in North America and Europe in 1999, ''Dance Dance Revolution'' is the pioneering series of the rhythm and dance ...
'' was released. '' Pump It Up'', a dance game similar to Konami's, was released in 1999 by the company Andamiro.


2000s

In 2000, UK startup
Exertris Exertris was an exergaming company founded in 2000 by Gareth Davies. Their flagship product was the Exertris Interactive Exercise Bike, an exercise bike that uses several built in video games to motivate users. The bike Davies, a Ph.D physicist ...
introduced an interactive gaming bike to the commercial fitness market. Fitness games came to the mass media attention at the
Consumer Electronics Show CES (; formerly an initialism for Consumer Electronics Show) is an annual trade show organized by the Consumer Technology Association (CTA). Held in January at the Las Vegas Convention Center in Winchester, Nevada, United States, the event t ...
when Bill Gates showcased the
Exertris Exertris was an exergaming company founded in 2000 by Gareth Davies. Their flagship product was the Exertris Interactive Exercise Bike, an exercise bike that uses several built in video games to motivate users. The bike Davies, a Ph.D physicist ...
Interactive Gaming Bike in 2003, and the following year the same show hosted a pavilion dedicated to video game technology that also worked as sports and
exercise equipment Exercise equipment is any apparatus or device used during physical activity to enhance the strength or conditioning effects of that exercise by providing either fixed or adjustable amounts of resistance, or to otherwise enhance the experience or ...
. The 2005 release of the '' EyeToy: Kinetic'' brought the first multi-function fitness game hardware into the home market. Making the players physical movements into the game's controller. 2006 saw the launch of
Gamercize Gamercize is an example of an exergaming accessory, connecting exercise machines such as stationary cycles and steppers to video games consoles. These consoles are supported by the following variationsGZ Sport - Xbox, GameCube, PlayStation, Play ...
, combining traditional fitness equipment with game consoles. The minimalist approach allows game play to continue only when exercising, turning all game titles into potential fitness games.
Nintendo is a Japanese multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produced handmade playing cards ...
's
Wii The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, ...
in 2006 brought acceleration detection with the
Wii Remote The Wii Remote, also known colloquially as the Wiimote, is the primary game controller for Nintendo's Wii home video game console. An essential capability of the Wii Remote is its motion sensing capability, which allows the user to interact wi ...
. In late 2007, Nintendo released ''
Wii Fit is an exergaming video game designed by Nintendo's Hiroshi Matsunaga for the Wii home video game console, featuring a variety of yoga, strength training, aerobics, and balance mini-games for use with the Wii Balance Board peripheral. Matsunag ...
'', which utilized a new peripheral, the
Wii Balance Board The is an accessory for the Wii and Wii U video game consoles. Unlike the usual balance board for exercise, it does not rock but instead tracks the user's center of balance. Along with Wii Fit, it was introduced on July 11, 2007 at the Electr ...
. The popularity of the Wii lead to it being used in hospital "Wiihab" rehabilitation programs. The
PCGamerBike The PCGamerBike is an exercise bike that can interact with computer games. It uses magnets to produce resistance which makes the bike relatively quiet in operation, and comes with software that will automatically logs calories burned, distance an ...
appeared at CES in 2007 where it received an Honoree Award. It differs from other fitness game devices in that its pedal motion can be mapped to any key on the keyboard. It also has an optical encoder which detects forward and reverse pedal motion. The Fisher-Price Smart Cycle was another entry in the field. Other examples of fitness game products include: Positive Gaming iDANCE, iSTEP,
Cobalt Flux Cobalt Flux was a game controller manufacturer based in the greater Salt Lake City, Utah area of the United States. One notable product from Cobalt Flux was the polycarbonate plastic and metal-based dance platform, which is used with console dan ...
Blufit, Cyber coach, NeoRacer, Gymkids exercise equipment with interactive technology, some
Wii The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, ...
titles such as '' EA Sports Active'', '' Cybex TRAZER'', ''Powergrid Fitness Kilowatt'', ''Lightspace Play Floor'', '' PlayMotion'', '' Yourself!Fitness'', ''Expresso Fitness S2'', ''
i.play i.play, also known as the Intelligent Play System is an interactive playground designed in collaboration between Progressive Sports Technologies Ltd and Playdale Playgrounds. The i.play has switches and lights which light up and make sounds, r ...
'', ''Cyber ExerCycle'', ''VEQTOR Sport Trainer and Sportwall''.


2010s

Microsoft's
Kinect Kinect is a line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of fli ...
(2010) was the first major consumer-focused body motion tracking hardware. Games such as '' Just Dance'' and ''
Nike+ Kinect Training ''Nike+ Kinect Training'' is a fitness video game for the Xbox 360. It is developed in cooperation with athletics company Nike. The game was ported to Japan for release on 15 November 2012. The game allows the user to earn and compete with other ...
'' (2012) used Kinect to make physical body motion into a method of control for games. The trend within consoles that started with the
Wii The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, ...
peaked with the pedometer-pairing ''
Wii Fit U ''Wii Fit U'' is an exergaming video game developed by Nintendo for the Wii U console, and is the successor to the Wii games ''Wii Fit'' and '' Wii Fit Plus''. ''Wii Fit U'' utilizes both the Wii Balance Board and the Wii U GamePad in gameplay, ...
'' (2013). These were followed up in the eighth generation by a fitness game push by Microsoft with the
Xbox One The Xbox One is a home video game console developed by Microsoft. Announced in May 2013, it is the successor to Xbox 360 and the third base console in the Xbox series of video game consoles. It was first released in North America, parts of ...
launch day '' Xbox Fitness'' service (2013), which tracked metrics such as heart rate and correct form while synchronising these metrics with the '' Microsoft Health''. By 2017,
Microsoft Microsoft Corporation is an American multinational technology corporation producing computer software, consumer electronics, personal computers, and related services headquartered at the Microsoft Redmond campus located in Redmond, Washi ...
had pivoted away from
Kinect Kinect is a line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of fli ...
and fitness games on consoles. In 2019, Nintendo released '' Fitness Boxing'', and ''
Ring Fit Adventure is an exercising action role-playing game developed and published by Nintendo for the Nintendo Switch. The game comes with two physical components: the Ring-Con, a Pilates ring that the user holds and one Joy-Con slots into, and a Leg Strap, a ...
'' for the
Nintendo Switch The is a hybrid video game console developed by Nintendo and released worldwide in most regions on March 3, 2017. The console itself is a tablet that can either be docked for use as a home console or used as a portable device, making it a ...
, which take advantage of the
Joy-Con Joy-Con are the primary game controllers for the Nintendo Switch video game console. They consist of two individual units, each containing an analog stick and an array of buttons. They can be used while attached to the main Nintendo Switch con ...
controllers, acting as motion detectors in multiple areas of the body. Mobile phone apps such as ''
Zombies, Run! ''Zombies, Run!'' is a 2012 mobile fitness game co-developed and published by British studio Six to Start and Naomi Alderman for iOS and Android platforms. Set around Abel Township, a small outpost trying to survive the zombie apocalypse, players ...
'' (2012), ''Run An Empire'', '' Ingress'' (2013), and ''
Pokémon Go ''Pokémon Go'' (stylized as ''Pokémon GO'') is a 2016 augmented reality (AR) mobile game, part of the ''Pokémon'' franchise, developed and published by Niantic in collaboration with Nintendo and The Pokémon Company for iOS and Android ...
'' (2016) have been described as
augmented reality Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be de ...
exergames. Virtual reality (VR) is emerging as a new interface method for fitness games. Games like ''
Beat Saber ''Beat Saber'' is a virtual reality rhythm game developed and published by Czech game developer Beat Games. It takes place in a surrealistic neon environment and features the player slicing blocks representing musical beats with a pair of cont ...
'', '' Holodance'', '' OhShape'', and others allow players to get good exercise while playing a video game.


2020s

Fitness games gained in popularity during the
COVID-19 pandemic The COVID-19 pandemic, also known as the coronavirus pandemic, is an ongoing global pandemic of coronavirus disease 2019 (COVID-19) caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). The novel virus was first identi ...
. ''
Ring Fit Adventure is an exercising action role-playing game developed and published by Nintendo for the Nintendo Switch. The game comes with two physical components: the Ring-Con, a Pilates ring that the user holds and one Joy-Con slots into, and a Leg Strap, a ...
'' (2019) sold-out at most retailers worldwide and saw a price increase from $80 to $300 on reselling websites.
Nintendo is a Japanese multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produced handmade playing cards ...
also released '' Jump Rope Challenge'' (2020) for free and for a limited time in an effort to keep
Nintendo Switch The is a hybrid video game console developed by Nintendo and released worldwide in most regions on March 3, 2017. The console itself is a tablet that can either be docked for use as a home console or used as a portable device, making it a ...
owners active while in quarantine. However,
Nintendo is a Japanese multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produced handmade playing cards ...
later announced that the game would remain on the
Nintendo eShop The Nintendo eShop is a digital distribution service powered by the Nintendo Network for the Wii U and Nintendo 3DS, and by a dedicated online infrastructure for the Nintendo Switch. Launched in June 2011 on the Nintendo 3DS, the eShop was e ...
until further notice. As of September 30, 2020, players of the game had recorded 2.5 billion jumps in total. The
COVID-19 pandemic The COVID-19 pandemic, also known as the coronavirus pandemic, is an ongoing global pandemic of coronavirus disease 2019 (COVID-19) caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). The novel virus was first identi ...
also caused delays in the industry. One reason ''
Ring Fit Adventure is an exercising action role-playing game developed and published by Nintendo for the Nintendo Switch. The game comes with two physical components: the Ring-Con, a Pilates ring that the user holds and one Joy-Con slots into, and a Leg Strap, a ...
'' (2019) did not have enough supply to meet demand was that China was hit early by the pandemic, leading to manufacturing shortages. The pandemic also delayed several VR products, such as the
Valve Index The Valve Index is a consumer virtual reality headset created and manufactured by Valve. Announced on April 30, 2019, the headset was released on June 28 of the same year. The Index is a second-generation headset and the first to be manufacture ...
, and titles such as ''Marvel's Iron Man VR'' and ''Little Witch Academia: VR Broom Racing''. Fitness games also proved to be especially helpful during the
COVID-19 pandemic The COVID-19 pandemic, also known as the coronavirus pandemic, is an ongoing global pandemic of coronavirus disease 2019 (COVID-19) caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). The novel virus was first identi ...
, as they were a great motivator for physical activity, which fought the sedentary lifestyle lockdowns caused. Physical fitness is known to aid in disease prognosis, as it boosts the immune system, shortened the recovery period from
COVID-19 Coronavirus disease 2019 (COVID-19) is a contagious disease caused by a virus, the severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). The first known case was identified in Wuhan, China, in December 2019. The disease quick ...
, and reduced the negative effects of stress from living in isolation. Overwhelmed medical centers also turned to therapeutic fitness games during the
COVID-19 pandemic The COVID-19 pandemic, also known as the coronavirus pandemic, is an ongoing global pandemic of coronavirus disease 2019 (COVID-19) caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). The novel virus was first identi ...
, as they proved to be more socially distant, required less direct supervision, and used less
personal protective equipment Personal protective equipment (PPE) is protective clothing, helmets, goggles, or other garments or equipment designed to protect the wearer's body from injury or infection. The hazards addressed by protective equipment include physical, ...
. These games can be adjusted for each patients' exercise needs, making them suitable for the
COVID-19 Coronavirus disease 2019 (COVID-19) is a contagious disease caused by a virus, the severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). The first known case was identified in Wuhan, China, in December 2019. The disease quick ...
patients whose mobility became limited, or elderly patients, who were affected by
COVID-19 Coronavirus disease 2019 (COVID-19) is a contagious disease caused by a virus, the severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). The first known case was identified in Wuhan, China, in December 2019. The disease quick ...
at an increased rate.


Effectiveness

Laboratory studies have demonstrated that some fitness games can provide light to moderate intensity physical activity. Recreational fitness games can also be useful for
rehabilitation Rehabilitation or Rehab may refer to: Health * Rehabilitation (neuropsychology), therapy to regain or improve neurocognitive function that has been lost or diminished * Rehabilitation (wildlife), treatment of injured wildlife so they can be retur ...
. While they are not always as adjustable as therapeutic fitness games,
recreational Recreation is an activity of leisure, leisure being discretionary time. The "need to do something for recreation" is an essential element of human biology and psychology. Recreational activities are often done for enjoyment, amusement, or pleas ...
fitness games can still help maintain an adequate amount of physical activity, can help those without access to traditional
rehabilitation Rehabilitation or Rehab may refer to: Health * Rehabilitation (neuropsychology), therapy to regain or improve neurocognitive function that has been lost or diminished * Rehabilitation (wildlife), treatment of injured wildlife so they can be retur ...
, and can prolong the benefits of in-hospital
rehabilitation Rehabilitation or Rehab may refer to: Health * Rehabilitation (neuropsychology), therapy to regain or improve neurocognitive function that has been lost or diminished * Rehabilitation (wildlife), treatment of injured wildlife so they can be retur ...
. However,
recreational Recreation is an activity of leisure, leisure being discretionary time. The "need to do something for recreation" is an essential element of human biology and psychology. Recreational activities are often done for enjoyment, amusement, or pleas ...
fitness games might require more supervision, as they are less likely to exercise the correct muscles as therapeutic fitness games. Exercise games have also proven to be an effective supplement for rehabilitation programs during the COVID-19 pandemic, including balance rehabilitation for the elderly. Children are oftentimes more receptive to the idea of fitness games, making it an especially helpful tool in motivating ill children in their rehabilitation efforts. A 2021 systematic review found that exercise games could reduce BMI, and improve body fat percentage and cardiorespiratory fitness. A 2020 systematic review found that fitness games can be utilized to augment treatment for a variety of patient populations such as geriatrics, and those with Parkinson’s disease, cerebral palsy, and spinal cord injuries. A 2019 systematic review and meta-analysis found that fitness games are effective for improving muscle tension, muscle strength, activities of daily living (ADL), joint range of motion, gait, balance, and kinematics. The review also suggested that fitness games may be more effective at improving dynamic balance control and preventing falls in subacute and chronic stroke patients when compared to current treatment methods. A 2018 systematic review in the
Journal of Medical Internet Research The ''Journal of Medical Internet Research'' is a peer-reviewed open-access medical journal established in 1999 covering eHealth and "healthcare in the Internet age". The editors-in-chief are Gunther Eysenbach and Rita Kukafka. The publisher is JM ...
of 10 randomized trials studying the "Social Effects of Exergames on Older Adults" found that "the majority of exergame studies demonstrated promising results for enhanced social well-being, such as reduction of loneliness, increased social connection, and positive attitudes towards others". Another 2018 systematic review of 10 randomised controlled trials of fitness games in overweight children found that they can produce a small reduction in
body mass index Body mass index (BMI) is a value derived from the mass ( weight) and height of a person. The BMI is defined as the body mass divided by the square of the body height, and is expressed in units of kg/m2, resulting from mass in kilograms and ...
. As of 2016, fitness games for those with neurological disabilities had been studied in around 140 small clinical trials in people of all ages, to see if it can help this group get enough physical exercise to maintain their health. This mode of getting exercise appears attractive in this population from a public health perspective because of its low cost and accessibility. Fitness games have the potential to provide moderate intensity exercises in this population, but the evidence was too weak on long-term follow-up to draw strong conclusions. There is significant evidence across multiple random controlled trials relating fitness games to improved cognitive functioning in healthy older adults (with a mean age of 69), and attenuated deterioration or improvement in adults with cognitive impairment from
neurodegenerative A neurodegenerative disease is caused by the progressive loss of structure or function of neurons, in the process known as neurodegeneration. Such neuronal damage may ultimately involve cell death. Neurodegenerative diseases include amyotrophic ...
diseases such as Alzheimer's disease. In addition, studies investigated if fitness games can lead to improvements in cognitive performance in clinical and non-clinical populations such as those who have ADHD and depression. There are first encouraging results, but the empirical evidence still is limited. Studies have shown that fitness games help manage anxiety in several ways. Fitness games help lower anxiety levels in various clinical populations such as patients with
Parkinson's disease Parkinson's disease (PD), or simply Parkinson's, is a long-term degenerative disorder of the central nervous system that mainly affects the motor system. The symptoms usually emerge slowly, and as the disease worsens, non-motor symptoms beco ...
, enrolled in
cardiac rehabilitation Cardiac rehabilitation (CR) is defined by the World Health Organization (WHO) as "''The sum of activity and interventions required to ensure the best possible physical, mental, and social conditions so that patients with chronic or post-acute card ...
, with
fibromyalgia Fibromyalgia (FM) is a medical condition defined by the presence of chronic widespread pain, fatigue, waking unrefreshed, cognitive symptoms, lower abdominal pain or cramps, and depression. Other symptoms include insomnia and a general hyp ...
, and with
systemic lupus erythematosus Lupus, technically known as systemic lupus erythematosus (SLE), is an autoimmune disease in which the body's immune system mistakenly attacks healthy tissue in many parts of the body. Symptoms vary among people and may be mild to severe. Commo ...
by introducing more permanent positive physiological changes than methods that do not involve exercise do. Fitness games are accessible to many disabled patients, as some have settings that allow the game to remember a person's range of motion, whether they have any assistive devices, and general physical ability.


Safety

Fitness games have been shown to be safe and cost effective when used for stroke rehabilitation. Virtual environments allow patients to practice skills that would otherwise be unsafe in real world scenarios. A stroke patient with compromised balance, for example, could practice crossing the street in a simulated environment, something that would be risky and unsafe in real time. Fitness games can also make typical rehab exercises safer. Implementing virtual obstacles instead of physical obstacles in balance training exercises, for example, mitigates the risk of falls while increasing a patient's confidence.


Design trends

When making a fitness game system, the manufacturer of a consumer product must make the decision as to whether the system will be usable with off-the-shelf games or if custom software must be written for it. Because it takes longer for a user to move their entire body in response to stimulation from the game, it is often the case that dedicated software must be written for the game to playable. An example of this is
Konami , is a Japanese multinational video game and entertainment company headquartered in Chūō, Tokyo, it also produces and distributes trading cards, anime, tokusatsu, pachinko machines, slot machines, and arcade cabinets. Konami has ca ...
's ''
Dance Dance Revolution (''DDR'') is a music video game series produced by Konami. Introduced in Japan in 1998 as part of the Bemani series, and released in North America and Europe in 1999, ''Dance Dance Revolution'' is the pioneering series of the rhythm and dance ...
''. Though designed to be played by users moving about on a specially designed dancepad, that game can alternatively be played by pushing buttons with one's fingers using a standard hand-held gamepad. When played with the dancepad at higher levels the game can be quite challenging (and physically exhausting), but if the game is played using the buttons on the hand controller, none of the sequences are physically limited. Newer systems such as
Xbox 360 The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. It competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generati ...
,
PlayStation 3 The PlayStation 3 (PS3) is a home video game console developed by Sony Interactive Entertainment, Sony Computer Entertainment. The successor to the PlayStation 2, it is part of the PlayStation brand of consoles. It was first released on Novemb ...
and Wii use alternative input devices such as the
Kinect Kinect is a line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of fli ...
and
PlayStation Move is a motion game controller developed by Sony Interactive Entertainment. Initially released in 2010 for use with the PlayStation 3 home video game console, its compatibility was later expanded to its successor, the PlayStation 4 in 2013, its Pla ...
. The Move uses image analysis to extract the motion of the user against a background and uses these motions to control the character in the game. A specifically designed exercise game ''Kinect'', superimposes animated objects to be punched, kicked, or otherwise interacted with over a video image of the user. The Wii and PlayStation 3 both incorporate motion sensors such as
accelerometers An accelerometer is a tool that measures proper acceleration. Proper acceleration is the acceleration (the rate of change of velocity) of a body in its own instantaneous rest frame; this is different from coordinate acceleration, which is acce ...
and
gyroscopes A gyroscope (from Ancient Greek γῦρος ''gŷros'', "round" and σκοπέω ''skopéō'', "to look") is a device used for measuring or maintaining orientation and angular velocity. It is a spinning wheel or disc in which the axis of rot ...
into the hand-held controllers that are used to direct behaviors within the game. Research projects such as exertion interfaces that investigate the design aspects of these games explore how the technological augmentation that comes with the digital gameplay component can be nurtured for additional benefits, such as utilizing the social power of exercising together even though players are connected only over a network or scaling the number of players, enabling novel exercise experiences not available without the technological augmentation. One of the newest trends is using
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), edu ...
immersion. VR systems have several potential advantages for athletic training; environments can be precisely controlled and scenarios standardized, augmented information can be incorporated to guide performance, and the environment can be dynamically altered to create different competitive situations.Shepherd, J., Carter, L., Pepping, G.-J., & Potter, L.-E. (2018). Towards an Operational Framework for Designing Training Based Sports Virtual Reality Performance Simulators. Proceedings, 2(6), 214. https://doi.org/10.3390/proceedings2060214 High frame rate display technologies for example
Head-mounted display A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see Helmet-mounted display for aviation applications), that has a small display optic in front of one ( monocular HMD) or each eye ( binocular HMD). An ...
can be used to transform the user into any sporting situation e.g. a track cycling veledrome. Natural movements can also be incorporated into the games, for example utilizing an omnidirectional treadmill, such as the Infinadeck. Such a system allows the user to virtually be in the game while allowing 360 degrees of movement. While the technology is new, it is showing promising results in weight management as well as in high participation rates.


References

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Further reading

* Sinclair, J., Hingston, P., & Masek, M. (2007). Considerations for the design of exergames. GRAPHITE '07: Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia, December 2007 Pages 289–295 https://doi.org/10.1145/1321261.1321313 * JMIR e-collection o
Exergames, Active Games and Gamification of Physical Activity
* Eyetoy Kinetic – Thin AG, Howey D, Murdoch L & Crozier A (July 2007). Evaluation of physical exertion required to play the body movement controlled Eyetoy Kinetic video game. Life Sciences 2007, SECC, Glasgow, Scotland. * IJsselsteijn, W. A., de Kort, Y. A. W., Westerink, J., de Jager, M., & Bonants, R. (2006). Virtual Fitness: Stimulating Exercise Behaviour through Media Technology. Presence: Teleoperators and Virtual Environments 15, 688–698
Virtual Fitness: Stimulating Exercise Behavior through Media Technology
* Wii Sports – Professor Tim Cable (February 2007). School of Sport and Exercise Sciences, John Moores University, Liverpool, England. * Shepherd, J., Carter, L., Pepping, G.-J., & Potter, L.-E. (2018). Towards an Operational Framework for Designing Training Based Sports Virtual Reality Performance Simulators. Proceedings, 2(6), 214
Towards an Operational Framework for Designing Training Based Sports Virtual Reality Performance Simulators
{{VideoGameGenre 1980s neologisms Gamification