Category: Wii

Study: Active Videogames Make Kids Break a Sweat

The Wii makes things easy to measure for researchers, as noted here many moons ago. The Wii Fit has spawned research linking active video games with increased health benefits. This seems to be a developing trend, as more research along these lines has been presented recently.

Charlene Laino over at WebMD reports that Gregory Brown, over at University of Nebraska, presented a study at the 55th Annual Meeting of the American College of Sports Medicine.

Brown and colleagues studied 25 youngsters whose average age was 11. The kids burned two to three times as many calories when playing Wii Boxing and Wii Tennis than when engaging in traditional handheld video games.

Their average heart rate shot up from 80 to 120 beats per minute — “about what you’d expect when walking or doing a slow dance,” Brown says.

Brown thought the kids would burn even more calories when playing Dance Dance Revolution, where participants stand in front of the television and boogie in step to instructions and graphics on the screen. But that didn’t prove to be the case; all three games proved equally beneficial.

Also presented at the conference was a study comparing Dance Mat Mania and Eye Toy Boxing, games which require physical activity, with a handheld game and watching a DVD. The less physical activities produced caloric consumption on par with reading; the active games produced heart rates equivalent to jogging. This second study was presented by Viki Penpraze, a doc candidate over at U. Glasgow in Scotland.

Meanwhile, Erica Hendry at USA Today reports all public schools in West Virginia will use Dance Dance Revolution next year, and North Carolina schools will introduce, “the HOPSports Training System into schools through a partnership with Be Active North Carolina, a non-profit group.” It offers simulated basketball dribbling and other sports related skills.

References:
Hendry, E. R. (2008, July 31). Exercise video games get kids off the couch. USA Today. [Online]. Retrieved August 1, 2008 from http://www.usatoday.com/news/health/weightloss/
2008-07-30-exercise-games_N.htm

Laino, C. (2008, May 30). Kids feel the burn with virtual exercise. [Online]. Available: http://www.webmd.com/fitness-exercise/news/20080530/
kids-feel-the-burn-with-virtual-exercise

One (Video Game) Controller to Rule Them All: Game Technology Invades the Military

Military reporters were buzzing this week about the new Universal Control System (UCS) from defense contractor Raytheon. The device is designed to control unmanned aerial vehicles (AEVs), and borrows liberally from videogame technologies.

Mark Scott from BusinessWeek reports from England:

On display at the biennial Farnborough Air Show in Britain, this next-generation ground control system for the likes of General Atomics’ Predator UAV has more in common with the Sony (SNE) PlayStation 3 than with the Northrop Grumman (NOC) F-14 Tomcat made famous by the classic 1980s movie Top Gun.

David Hambling over at Wired notes a variety of videogame technologies are finding their way into military applications.

- A Wii-mote controller is used for bomb disposal robots

- X-box contollers are used for piloting drones and robots

- The world’s fastest computer, to be used for nuclear simulations, is made using chips originally designed for gaming systems

- DARPA is developing technologies for ground forces from gaming chips that include radar, mapping, and tracking of enemy forces in real time while a soldier is in combat

References:
Hambline, D. (2008, July 19). Game controllers driving drones, nukes. [Online]. Retrieved July 20, 2008 from http://blog.wired.com/defense/2008/07/wargames.html

Scott, M. (2008, July 16). Raytheon taps video games to pilot drones. BusinessWeek. [Online]. Retrieved July 20, 2008 from http://www.businessweek.com/globalbiz/content/jul2008/
gb20080716_470794.htm

Guitar Hero Helps Burn Victims

Here’s another Wii-hab story, this one out of William Randolph Hearst Burn Center at New York-Presbyterian Hospital/Weill Cornell Medical Center where therapists are adapting the Wii for burn victim rehabilitation. Burned skin and grafts require movement and stretching, although this is painful. Therapists have found using motion sensitive games for the Wii help patients to move more. Guitar Hero III is used to get patients to move their arms and upper torso.

Wii Go to School: Academic Uses for the Popular Console

The latest issue of Edutopia has an article by Laila Weir on Wii-learning: teachers finding academic uses for the Wii in their classrooms. Rather than using a game designed purely for educational purposes, these teachers are adapting existing games for the classroom.

Here’s a thought: Why not take a tech platform that kids are already nuts about and put it to use? That was the thought at Cumberland Elementary School, in West Lafayette, Indiana, where first-grade teacher David Brantley used a parent donation to buy three Wii consoles. Brantley integrated some of the Wii’s games and online channels into lessons on weather and geography. The result: “A great virtual map and globe activity,” he says.

Justifying its use by citing research showing benefits to learning in multiple modalities, the teachers often use the Wii for games with math, language, and logic exercises.

- Sports games provide opportunities for score keeping and math

- Bowling in particular provides several opportunities for number crunching

- Wii’s Big Brain Academy helps with reasoning and logic, but flashes loser and winner signs which may hurt self esteem; teachers combat this by prepping students on being gracious winners and losers

- Using the Wii has helped motivate “reluctant” students

My take: teachers have been adapting technology for classroom use since time immemorial, and this is just the latest example. It’s heartening to see a positive attitude toward gaming in the classroom. I suspect the family-friendly and easy-to-engage approach the Wii has taken helps ease it into the classroom over more “serious” consoles like the Playstation 3 and Xbox. Who can deny the Wii a role in the classroom when it’s being used in the gym and in nursing homes?

References:
Weir, L. (2008, June). Wii love learning: Using gaming technology to engage students. Edutopia. [Online]. Available: http://www.edutopia.org/ikid-wii-gaming-technology-classroom

Resistance is Futile … All Will Become Gamers

Here’s a nice article from Rob Fahey, former editor of GamesIndustry.biz, over at Times Online. Fahey makes several interesting points, including many factoids that would fit nicely in research articles on videogames.

- Nintendo is now the second most valuable company (by market cap) in Japan, after Toyota

- Consequently, the market believes the industry as a whole has enormous growth potential

- Game Group is Britain’s largest videogame retailer. Profits for the first half of 2008 will top £33 million, beating analyst estimates by 33%

- Consequently, Game Group’s market cap now tops the country’s largest construction firm by three times

- The current focus on all age groups by videogame companies is the natural outcome of marketing efforts beginning in the 1990s, when Sony began branching out from children’s television advertisements for the PlayStation to nightclubs

- The market for videogames continues to expand into all segments of the population, from teenage boys to older men; to girls and women; to senior citizens; to families as a whole

- The advanced graphics and capabilities of videogames have created a dynamic platform for storytelling that rivals moviemaking in scope

Finally, Fahey sums up with this statement, showing that eventually gaming will engulf everyone:

As video games continue to break new creative and commercial ground, the conclusion the markets have reached is simple – and inevitable. Being a stranger to interactive entertainment will be seen as eccentric as watching TV on a black and white set. Soon, we will all be gamers.

References:
Fahey, R. (2008, July 7). It’s inevitable: Soon we will all be gamers. The Times. [Online]. Retrieved July 6, 2008 from http://www.timesonline.co.uk/tol/comment/columnists/
guest_contributors/article4281768.ece

Robert Wood Johnson Foundation Funds Wii-hab Research

Susan Jenks at Florida Today reports the Robert Wood Johnson Foundation has awarded $2 million in research grants to 12 teams in order to study the benefits of videogames for health.

At the University of Central Florida, for example, researchers will receive $200,000 over the next two years to develop a role-playing game for individuals diagnosed with alcohol abuse or dependence to allow them to practice skills in a virtual setting that might help prevent real-world relapses … University of Florida researchers in the College of Public Health and Health Professionals will test the impact of Sony Playstation2 game “Crazy Taxi” on the visual attention skills of the elderly, using a $100,000 grant.

Researchers mentioned in the article include Patricia Belchoir, a postdoc at UF; psychiatrist Marcia Verduin affiliated with UCF; and Clint Bowers, a psychology professor at UCF.

References:
Jenks, S. (2008, July 2). Video games used as therapy. Florida Today. [Online]. Retrieved July 2, 2008 from http://www.floridatoday.com/apps/pbcs.dll/article?AID=/20080702/BUSINESS/807020316/1006/news01

ALA: Videogames In Libraries Increase Readership

Here’s an interesting story by Michael Martinez at the Chicago Tribune sure to make gaming and library advocates happy. The American Library Association announced at their annual conference this weekend that videogames should become a focus of libraries nationwide.

Better known for its campaigns against banned books, the ALA is urging video games as an activity and collection to the nation’s 9,000 public libraries so they can better connect with the hard-to-reach demographic of children, teens and college students in the digital age.

Videogames at the library? The building with all the olde media paper-based books?

“This whole idea of video-gaming in libraries is really taking off,” ALA President Loriene Roy said … “Libraries are adapting to new technology. It ties in with one of our key values, which is equity of access,” Roy added. “It’s in the nature of the library to offer a wide range of material. It’s not the end of change for libraries.”

Other items of interest from the article:

- The conference featured a videogame pavilion funded by a $1 million grant from the Verizon Foundation; its purpose was to showcase a gaming model for libraries to emulate

- Social skills and problem solving are seen as key facets videogames can help develop in youngsters; thus more fodder for library inclusion justification

- Young folks in the know regarding videogames are called “young adult librarians.” The article indicates they represent the fastest growing group of specialists involved with the ALA

- A survey out of Syracuse University indicated that 4 out of 5 libraries allow gaming on their public access PCs. Four out of 10 promote other types of gaming activities and about 1 in 10 have gaming consoles available to patrons. Consequently, an astonishing 75% of consumers who engaged in videogaming returned to the libraries for non-gaming activities (primarily to check out a book)

- Some parental resistance has arisen from gaming activities at the libraries; other adults have responded positively, including seniors who have engaged in Wii-hab activities at their local libraries

My take: if libraries continue to expand offerings in the videogame department, patron traffic will likely increase. In turn, public support of local libraries will increase. The Syracuse study indicates many gaming patrons go on to check out books and use their library for more traditional purposes. This can only be regarded as a good thing. Finally, it seems that if the phenomenon of free checkouts for videogames expands to libraries nationwide, the paid services of videogame rentals may suffer at traditional retail outlets. Why pay to rent a game when you can simply check it out at the library?

It reminds me of that old public service ad on TV in the 1970s. I think the last two lines went something like this:

Dumb kid: Wait a minute … You can do all that at the libary? [Yup. He pronounced it wrong, without the middle 'R.']

Narrator: Yes. [Dramatically:] The Library!

References:
Martinez, M. (2008, June 30). Video games are newest tricks in your library’s book. Chicago Tribune. [Online]. Retrieved July 1, 2008 from http://www.chicagotribune.com/news/nationworld/
chi-videogaming-martinez_30jun30,0,1971117.story

McGill Lab Studies Wii Fit

As expected, the Wii Fit has made quite a splash on North American shores, and now researchers are taking note. Jill Barker, with the Canwest News Service, notes interest fomenting around videogames for physical pursuits.

Research money is flowing into the digital and video game market, with studies looking at how games can promote healthy eating and physical activity, improve cognitive skills among the elderly and stroke patients, and teach respiratory exercises to children with cystic fibrosis.

Barker followed the Wii Fit into Tania Taivassalo’s kinesiology research lab over at McGill University in Montreal. This was lab research, and has not yet been published as far as I can tell from the article. It is nonetheless interesting.

After viewing several of the [Wii Fit’s] games, we decided to measure the energy expended while playing two of the aerobic activities: running (which is done on the spot) and a hula hoop game where users rotate their hips and try to catch virtual flying hoops.

According to Jean-Philippe Marchand, a kinesiology master’s student who tested the product in the lab, both the running and hula hoop game required the testers to work out at the equivalent of 60 per cent of maximum aerobic power for children. These results classify the games as light physical activity with the potential to improve fitness among those new to exercise, but with little potential to do the same among the fit population…

“It is definitely meant for sedentary people or for kids to have fun while exercising – as opposed to sitting and moving their thumbs only,” commented Julie Robillard, a master’s student who performed the testing with Marchand.

To sum up, researchers decided the Wii Fit was no substitute for “real” exercise, yet was beneficial for the truly sedentary, for whom exercise is not a regular occurrence.

So while Wii Fit is no substitute for regular exercise, it is a step forward in the emerging field of using video game technology to improve the health and wellness behaviours of children and youth. “Considering that we have miserably failed at convincing kids and teenagers that physical activity is more fun than video games, encouraging exercise through video games is probably a good compromise,” said Robillard.

References:
Barker, J. (2008, June 20). Fun fits into life, too. Canada.com [Online.] Retrieved June 22, 2008 from http://www.canada.com/topics/technology/games/story.html?
id=a2494468-1b52-41d5-b06c-082fcc7e53b4

Ambient Offers Sub-vocal Chat Device

In the popular Ender’s Game series of science fiction novels, the hero communicated with his computer via sub-vocal conversations. We’re starting to see a variety of non-traditional input devices for videogames, from the Wiimote to Brain Computer Interfaces. Now, a company, Ambient Corp., has demonstrated a working model of a neckband that can translate sub-vocal nerve signals into computer commands. The demo occurred at a Texas Instruments Developers Conference. Applications include wheelchair control, dictation, and assistive technology for the speech impaired. Of course, videogame apps will be offered if there is sufficient interest and demand.

Imagine a videogame adaptation of Ender’s Game where players navigate the interface sub-vocally … Or how about a game the speech impaired can play as well as others? Or how about a military immersion training that users control on several levels, including vocally, hand-eye, and sub-vocally? The possibilities are intriguing.

Report: Brain Fitness Software Shows Strong Potential for Schools

The folks over at SharpBrains have released a new report: The State of the Brain Fitness Market, 2008. Highlights include the following:

1) 2007 was a seminal year for the US Brain Fitness software market, which reached $225 million in revenues – up from an estimated $100 million in 2005.

2) Over 20 companies are offering tools to assess and train cognitive skills to four customer segments: consumers; healthcare and insurance providers; K12 school systems; and Fortune 1000 companies, the military, and sports teams.

3) The Nintendo Brain Age phenomenon has driven much of the growth. The consumer segment grew from a few million in 2005 to an estimated $80 million in 2007.

4) There is major confusion in the market, so education will be key. Users and buyers need help to navigate the maze of products and claims.

5) Over 400 residential facilities for older adults have launched computerized “brain fitness centers.” Sales to the healthcare and insurance provider segment grew from $35 million in 2005 to an estimated $65 million in 2007.

6) More than five programs have shown results in randomized controlled trials. Cognitive functions that can be trained include: visual and auditory processing, working memory, attention, and decision-making.

7) A product has obtained 510(k) FDA clearance for rehabilitation of stroke and Traumatic Brain Injury patients. Another product is being used by a growing network of ADHD specialists.

8 Large-scale, fully-automated cognitive assessments are being used in a growing number of clinical trials. This opens the way for the development of inexpensive consumer-facing, baseline cognitive assessments.

9) The potential for K12 Education remains largely untapped due to limited research linking cognitive training to academic performance.

10) Companies, sports teams and the military are finding opportunities to improve productivity. The aging workforce will make this a must.

Total cost for the report is $495, with a 10% discount to blog readers until Mar. 20.

I’m particularly intrigued with the report’s findings on Brain Age, and the potential for brain fitness software in the form of educational videogames for K-12 schools.