3-11-11: Over the last few days, I've been excited to see the latest study by Bailey & McInnis, published in the Archives of Pediatric and Adolescent Medicine, showing that exergames can get players to reach the moderate to vigorous intensity levels, being talked about all over the net. (WebMD, Kotaku, VOA, Switched, Montreal Gazette, MedConnect, Google News listing)
Exergames can reach MVPA
This joins a growing body of research showing that certain types of exergames can be used to reach the moderate to vigorous levels of physical activity (MVPA). (See the list of research in The Exergame Network database, the Exergames Unlocked database, and Health Games Research database.)
Ever since the latest federal recommendations for physical activity came out in 2008, I've been saying that certain exergames can help Americans fulfill these recommendations, so it's nice to see more and more research supporting this this idea.
We know that exergames can overcome many of the obstacles faced in motivating people to be more physically active. We know that exergames can be appropriate interventions for reaching the PA recommendations.
Will they keep playing long enough to see the benefit?
What we don't know for sure yet is if players will keep playing long enough to gain the biometric benefits (reduced weight, lowered BP, reduced blood markers, etc.) those of us in healthcare desire to see.
Another recent study published online in Medicine & Science in Sports and Exercise (MSSE) concluded that "...active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time...".
NAGL to the rescue?
This is an organization like the now-forming National Active Gaming League (NAGL) can help address this "less enjoyment" factor and long-term compliance.
Just like swimming laps during a swim team practice is less enjoyable than playing Marco Polo at a swimming b-day party, organizing teams and training together for upcoming NAGL tournaments can empower kids and adults to "train" on exergames at a new level.
The structure provided by NAGL can give exergaming teams and "AGAs" (active gaming athletes) a reason to continue to train for the right duration and intensity.
A Prediction
Someday, the NAGL will be as effective at getting kids and adults to reach MVPA as the National Spelling Bee is at getting kids to study and compete in spelling. Then maybe someday, we will see the NAGL national finals on ESPN, just like the National Spelling finals!
Friday, March 11, 2011
Friday, March 4, 2011
VR tech symposium on DM and Obesity published!
3-4-11: Last summer, a group of games for health and exergaming colleagues presented at this NIH-sponsored symposium looking at virtual reality technology in research and education on diabetes and obesity.
Just rec'd the link that the March 2011 issue of the Journal of Diabetes Science and Technology just came out so if you'd like to see all the various presentations in articles, check out this link:
J Diabetes Science and Technology, Vol. 5, #2, March 2011
Thx to Skip Rizzo for inviting us to present and co-organizing this event. Games for health and exergaming had a lot of presence here at this symposium, and we were able to network and get better acquainted with quite a few NIH folks.
BTW, my presentation was part of an article by Barb Ruppert (along with Ben Sawyer's presentation), which you can read here in this abstract:
"New Directions in Virtual Environments and Gaming to Address Obesity and Diabetes: Industry Perspective"
by Barb Ruppert, M.A.Ed.
Author Affiliations: Telemedicine and Advanced Technology Research Center, Frederick, Maryland
Keywords: exercise games, exergames, gaming for health, medical virtual environments, virtual reality
Corresponding Author: Barb Ruppert, M.A.Ed., 271 Crum Rd., Fairfield, PA 17320; email address ruppertwritingworks@earthlink.net
Journal of Diabetes Science and Technology
Volume 5, Issue 2, March 2011 © Diabetes Technology Society
Abstract
Virtual reality is increasingly used for education and treatment in the fields of health and medicine. What is the health potential of virtual reality technology from the software development industry perspective? This article presents interviews with Ben Sawyer of Games for Health, Dr. Walter Greenleaf of InWorld Solutions, and Dr. Ernie Medina of MedPlay Technologies. Games for Health brings together researchers, medical professionals,
and game developers to share information on the impact that game technologies can have on health, health care, and policy. InWorld is an Internet-based virtual environment designed specifically for behavioral health care. MedPlay Technologies develops wellness training programs that include exergaming technology. The interviewees share their views on software development and other issues that must be addressed to advance the field of virtual reality for health applications.
J Diabetes Sci Technol 2011;5(2):277-282
Just rec'd the link that the March 2011 issue of the Journal of Diabetes Science and Technology just came out so if you'd like to see all the various presentations in articles, check out this link:
J Diabetes Science and Technology, Vol. 5, #2, March 2011
Thx to Skip Rizzo for inviting us to present and co-organizing this event. Games for health and exergaming had a lot of presence here at this symposium, and we were able to network and get better acquainted with quite a few NIH folks.
BTW, my presentation was part of an article by Barb Ruppert (along with Ben Sawyer's presentation), which you can read here in this abstract:
"New Directions in Virtual Environments and Gaming to Address Obesity and Diabetes: Industry Perspective"
by Barb Ruppert, M.A.Ed.
Author Affiliations: Telemedicine and Advanced Technology Research Center, Frederick, Maryland
Keywords: exercise games, exergames, gaming for health, medical virtual environments, virtual reality
Corresponding Author: Barb Ruppert, M.A.Ed., 271 Crum Rd., Fairfield, PA 17320; email address ruppertwritingworks@earthlink.net
Journal of Diabetes Science and Technology
Volume 5, Issue 2, March 2011 © Diabetes Technology Society
Abstract
Virtual reality is increasingly used for education and treatment in the fields of health and medicine. What is the health potential of virtual reality technology from the software development industry perspective? This article presents interviews with Ben Sawyer of Games for Health, Dr. Walter Greenleaf of InWorld Solutions, and Dr. Ernie Medina of MedPlay Technologies. Games for Health brings together researchers, medical professionals,
and game developers to share information on the impact that game technologies can have on health, health care, and policy. InWorld is an Internet-based virtual environment designed specifically for behavioral health care. MedPlay Technologies develops wellness training programs that include exergaming technology. The interviewees share their views on software development and other issues that must be addressed to advance the field of virtual reality for health applications.
J Diabetes Sci Technol 2011;5(2):277-282
Friday, February 4, 2011
Health Journal on Exergaming

2-4-11: Thx to Sir Richard for posting this article in FB. Read this article from the Health Journal and check out my comment after it. Let me know what you think!
Labels:
EMR,
exergaming,
The Health Journal
Tuesday, February 1, 2011
Childhood obesity linked to health habits, not genetics...
2-1-11:...says a recent Univ. of Michigan study. Check out the full article here.
“For the extremely overweight child, genetic screening may be a consideration,” says study senior author Kim A. Eagle, M.D., a cardiologist and a director of the U-M Cardiovascular Center. “For the rest, increasing physical activity, reducing recreational screen time and improving the nutritional value of school lunches offers great promise to begin a reversal of current childhood obesity trends.”
“For the extremely overweight child, genetic screening may be a consideration,” says study senior author Kim A. Eagle, M.D., a cardiologist and a director of the U-M Cardiovascular Center. “For the rest, increasing physical activity, reducing recreational screen time and improving the nutritional value of school lunches offers great promise to begin a reversal of current childhood obesity trends.”
Sunday, January 30, 2011
Jane McGonigal: Gaming can make a better world | Video on TED.com
If you don't have time to read the book, "Reality is Broken", then watch this TED video clip on how playing games can make the world better! Jane McGonigal: Gaming can make a better world | Video on TED.com
Tuesday, January 25, 2011
Ubisoft's Godin on Exergaming

1-25-11: Excellent interview of Ubisoft Montreal game desiner, Nicola Godin, on the state and future of exergaming. Read it here. (Thx to Parker for posting on Motion Fitness's blog!)
Labels:
exergaming,
nicola godin,
ubisoft,
yourshape fitness
Friday, January 21, 2011
President's Council embraces active gaming!

1-21-11: This is the FIRST time I can recall that I've seen active gaming (aka exergaming) blogged about on the Dept. of Health & Human Services website!
President's Council on Sport, Fitness, & Nutrition's Executive Director Shellie Pfohl recently authored a blog on the benefits of "active gaming" and the intersection between the use of this cutting-edge technology and the national objectives outlined in Healthy People 2020. To read Shellie's blog and/or post a comment, please visit http://www.health.gov/paguidelines/blog/.
I had a chance to meet with Exec Dir. Pfohl after her presentation during the Fitness Tech session at CES a couple of weeks ago, and we had a good talk about how th
e President's Council can be more involved with active gaming. (It didn't hurt that I was able to mention that it was our work (Dr. Haddock and I) that got the Wii Sports listed on the President's Challenge list of exercises!).We talked about the National Active Gaming League (NAGL), and she seemed enthusiastic about it, so I look forward to collaborating more with the President's Council when we launch the NAGL in May!
Ernie Medina, Jr.
Exergaming Evangelist/Interventionist
Labels:
active gaming,
exergaming,
NAGL,
president's council,
shellie pfohl
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