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Motion-based Video Gaming:
Fitness, Pedagogy & Technology
Support Considerations DR. SETH JENNY
DEPARTMENT OF PHYSICAL EDUCATION, SPORT & HUMAN PERFORMANCE
WINTHROP UNIVERSITY
2015 ASCUE CONFERENCE
Xbox One MBVG
www.xbox.com
Video Gaming Statistics
59% of Americans play Video Games:
Average Age – 31 years old
48% Female
83% of American children between the ages of 8 and 18 have one or more
video game console:
49% of these children have one in their own bedroom
Approximately half of parents or guardians reported that their kid(s) aged 2 to
17 played video games 6 to 16 or more hours per week
(Entertainment Software Association , 2014; Rideout, Roberts, & Foehr, 2005; Riley, 2007; Wilson, Darden, & Meyler, 2010)
Sedentary Gaming
What are Motion-based Video Games (MBVG)?
Video games that are also a form of exercise that rely on technology that tracks human body movements and reactions.
Utilize software and motion-sensor cameras, flooring, or an infrared sensor and displays them via an onscreen avatar.
A.K.A.
Active Video Gaming
Interactive Video Games
Exergames (Jenny, Hushman, & Hushman, 2013)
MBVG
Energy Expenditure & MBVG
MBVG & Energy Expenditure (EE)
In a study with 8 to 12 year olds it was found that:
EE more than doubles when sedentary screen time is
converted to active MBVG screen time
(Lanningham-Foster, Jensen, Foster, et al., 2006)
MBVG & Energy Expenditure (EE)
MBVG has been shown to produce:
Training heart rate levels and caloric expenditure during 30-minute
sessions well within the ACSM guidelines for daily physical activity
with college students
(Siegel, Haddock, Dubois, et al., 2009)
EE consistent with moderate-intensity walking with children aged 10
to 13 years
(Graf et al., 2009)
MBVG & Energy Expenditure (EE)
MBVG clearly produces greater EE than sedentary
gaming and rest, but…
…is considerably lower than authentic versions of the
sport or physical activity questioning MBVG as a valid EE
substitute
(Daley, 2009)
Origins of MBVG
Dance Dance Revolution (DDR)
Commercial MBVG Systems
https://www.youtube.com/watch?v=XfoY
ZgLFgjo
• Can also have students wear HRM’s or
pedometers to track additional movements
Other forms of MBVG
Interactive Gaming Bikes
Virtual Sport Gaming System: Xavix
http://xavixstore.com/
MBVG: Nintendo Wii
Balance board simulators: Wii Fit Plus
Other Sample Balance Board Simulators
Skigym
Golf Simulators
Interactive Video Gaming (WITH NO SCREEN DISPLAYS)
Interactive Video Gaming
Lightspace Active Gaming Wall
Fit Interactive 3 Kick
MBVG & Intrinsic Motivation - Hinson’s 5 C’s
1) Control - individualized nature in which a child participates
in MBVG’s
2) Challenge - a necessary aspect of any quality MBVG
3) Curiosity and uncertainty about the next MBVG level or
entirely new MBVG game aids in keeping a child motivated
(Sheehan & Katz, 2010)
4) Creativity and curiosity - how a child plays the game can
often be an expression of their personality
5) Constant feedback is apparent throughout a MBVG
experience
6) Added: competition, - underlying premise, choose the
difficulty level to ensure experience is rewarding and
demanding…success = self-confidence?
(Sheehan & Katz, 2010)
Hinson’s 5 C’s – Continued…
MBVG in K-12
Fruit Ninja
Sample MBVG PE Set-up
Kinect Party
MBVG Rentals Start a c’motion
Led by c’motion staff
Aimed at K-12 PE or after-school program
3-day session = $7 per student
4-day session = $8 per student
Includes:
Professional Audio/Video System
Cobalt Flux (dance) Platforms
Digiwalker II Pedometers
Exceptional Fitness Software
Curriculum Guide and Help Manual
http://start-a-cmotion.com/
Summary Standpoint
MBVG’s can be used to supplement a PE
program, not replace it!
May help increase PA
Exergaming Labs
Sample School Exergaming Lab
Exergaming: Improve Academics, Social
Development, and Health & Fitness (3:10) https://www.youtube.com/watch?v=WSRyXqiscow
Sample Exergaming Lab
(http://exergamefitness.com/)
Exergaming Labs
U of Minnesota Exergaming Lab
“Gamers Corner” at Winthrop University (NOT JUST FOR MBVG)
MBVG at Winthrop
More Support Considerations
Audio – may need to adjust game system settings, or use wireless headsets
Can use digital projectors – lighting always an issue
HDMI to VGA Converters
Security system for system and games
Need more physical space to play MBVG compared to sedentary games
Safety – PAR-Q questionnaire, breaking monitors with PA
Cons to MBVG in PE
Children could become even more dislocated from their natural environment,
avoiding more traditional outdoor sports Inaccurate feedback
Movements not always biomechanically correct (not creating skill
competencies)
No force of implements provided (e.g. weight of a baseball bat or bowling
ball, etc.)
Time on Task (only a few people at a time)
Expense of Equipment
Children may become dependent on extrinsic rewards
Risk of “Busy, Happy, Good” environment (Placek, 1983)
Affective learning may be missing
(Wilson, et al., 2010; Shoemaker, 2009)
Concerns of adding MBVG in PE
Why encourage more screen time?
(avg. American spends over 40 hours in front of some sort of screen per week)
Regular physical activity is more beneficial
Active gaming takes more space
Possible lack of durability and reliability of the equipment and technology (& Expense)
Pros to MBVG
MBVG are FUN!
Can replace sedentary time for “video gamers”
Can supplement—not replace—traditional physical activity…
in bad weather (i.e., winter)
in some unsafe (urban) environments
Provide opportunities for activities not easily accessible by some students
(e.g., bowling, etc.)
Potential for Increased Motivation for PA
Differentiated Instruction
Continuous Concurrent Feedback
Can assist with Goal Setting in PA
(Wilson, et al., 2010; Shoemaker, 2009)
References Blumberg, F. & Sokol, L. (2004). Boys' and girls' use of cognitive strategy when learning to play video games. The Journal of General Psychology, 131(2), 151-158.
Daley, A. (2009). Can exergaming contribute to improving physical activity levels and health outcomes in children? Pediatrics, 124, 763-771.
doi:10.1542/peds.2008-2357
Entertainment Software Association (2014). Essential facts about the computer and video game industry: 2014 sales, demographic, and usage data. Retrieved
from http://www.theesa.com/facts/pdfs/ESA_EF_2014.pdf
Fogel, V., Miltenberger, R., Graves, R., & Koehler, S. (2010). The Effects of Exergaming on Physical Activity Among Inactive Children In a Physical Education
Classroom. Journal of Applied Behavior Analysis, 43(4), 591-600.
Graf, D., Pratt, L., Hester, C., Short, K. (2009). Playing active video games increases energy expenditure in children. Pediatrics, 124, 534-540.
Jenny, S. E., Hushman G. F., & Hushman C. J. (2013). Pre-service teachers’ perceptions of motion-based video gaming in physical education. International Journal
of Technology in Teaching and Learning, 9(1), 96-111.
Lanningham-Foster, L., Jensen, T., Foster, R., & Redmond, A. (2006). Energy expenditure of sedentary screen time compared with active screen time for children.
Pediatrics, 118, e1831-e1835. doi: 10.1542/peds.2006-1087
O’Leary, K., Pontifex, M., Scudder, M., Brown, M., & Hillman, C. (2011). The effects of single bouts of aerobic exercise, exergaming, and videogame play on
cognitive control. Clinical Neurophysiology, 22, 1518-1525.
Placek, J. (1983). Conceptions of success in teaching: Busy, happy and good? In T. Templin & J. Olson (Eds.), Teaching in physical education (pp. 46-56).
Champaign, IL: Human Kinetics.
Riley, D. (2007). Amount of time kids spend playing video games is on the rise. The NPD Group. Retrieved from www.npd.com/press/releases/press_071016a.html
Sheehan, D., & Katz, L. (2010). Using interactive fitness and exergames to develop physical literacy. Physical & Health Education Journal, 76(1), 12-19.
Shoemaker, M.(2009). Should “exergaming,” or interactive video technology, be included in physical education? Journal of Physical Education, Recreation and
Dance, 80(1), 13-15.
Wilson, S., Darden, G., & Meyler, T. (2010). Developing an "Exergaming" facility: Top 10 considerations and lessons learned. Virginia Association for Health, Physical
Education, Recreation, and Dance, 3, 11-15.
**Photos take from Google Images**
Questions?
If time…PE of the Future???
Technology in Physical Education at Wood Road Elementary (9:53)
https://www.youtube.com/watch?v=8aCfgVS4JsE