Exergames vs Interactive Fitness vs Active Gaming

Exergames vs Interactive Fitness vs Active Gaming
There are three generic categories of Fitness Gaming:

1) Exergames (Exergaming, Exergame)
2) Interactive fitness activities,
3) Active learning games (Active Gaming)

Generally defined, exergames are technology driven activities that require a screen in order for the student to physically participate in the activity.

Conversely, interactive fitness activities are non-screen based technology driven games requiring the student to use their body to play.

Active learning games are technology driven activities that provide students with an academic game focus while being physically active and are more commonly associate with the academic classroom.

Children spend more time engaged in technology-based media activities than they do in any other activity but sleeping.

(Article: The Future of Play. Witherspoon, Manning)

Categories and Examples of Fitness Gaming.

Rhythmic Dance Games. DDR, Dance Dance Revolution, Sportgames, StepManiaX

Virtual Cardio. Use of Treadmills, Exercise Bikes, Rowers, Steppers.

Gesture Gaming. Kinect games, Beam Avatar, Immersive Wall

Interactive Fitness: Asuzu ReflexReaction Pro Trainer, CardioCage Roxs Fitness Lights, C4 Fitness Tiles.

Climbing: Trailblazer by Rugged Interactive, Interactive Climbing Projection, Glow Holds. Valo Climb

Therapeutic Movement Games. Dynavision, Asuzu Reflex, Moto Tiles

Active Learning Games: Active Game Wall, MultiBall Interactive.

Some Products hit all the categories of Exergames, Interactive Fitness and Active Learning Games. The MultiBall uses a large screen to display content. Users physically move in order to play games both on and off screen. Educational content is used for learning experiences for individual and groups.

We suggest it is best to view active gaming as a transitional instrument to foster movement from traditional physical activity based on external motivation to one based more on intrinsic motivation, one that uses technology-driven games children love. The goal is to shift from physical activity as a discipline to physical activity as a freely chosen pastime, a shift from mastery to enjoyment. Based on play theory, this seems like a good direction. It represents, too, a shift from group to individual activity, removing much of the peer pressure associated with competitive group activities. Early research also indicates it offers the potential for nonathletic children to excel, thus keeping kids more engaged in physical activity.

Axtion Fitness Games products are designed according to the needs and demands of today’s kids – colorful, interactive, social, robust, loud, challenging, entertaining, musical, educational, and on walls, floors and ceilings.

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  • Edwin Kasanders