Physical Activity and Technology: A 21st Century Approach to Encouraging Healthy Lifestyles
Written by: Lisa Hansen, Ph.D., Co Director USF XRKade Active Gaming Research Labs, University of South Florida

Introduction

Technology has become a fascination to children in the 21st century. Time that may have typically been spent outside playing or engaging in other physical activities is now spent in more sedentary behaviors such as texting, twittering, and playing video games. This generation is captivated by technology-driven gadgets and games, especially video games. With the video game industry being one of the most popular industries in the world, the time children spend in front of screens playing these electronic games (eGames) is being blamed as one of the causes for the obesity epidemic that appears to be spiraling out of control. With the majority of children not acquiring even the minimum amount of recommended daily physical activity, it only makes sense to find a way to unite what children enjoy in technology with what is needed in order to promote a healthy lifestyle that includes regular physical activity.

What are Physically Active eGames?

Active gaming is more simply defined as the joining of eGames with physical activity. While participating in active gaming, participants engage in non-sedentary behavior while playing technology-driven games. Active gaming is an umbrella term consisting of two main genres of eGames: Exergaming and Interactive Fitness. Exergaming is generally referred to as active games that involve a screen and/or video game play. Exergaming is associated with participants becoming ‘human joysticks’ as they must use their bodies instead of just their thumbs in order to play the eGames. The contradicting sibling to exergaming is interactive fitness. Interactive fitness activities are active games that do not involve a screen, yet still involve physical activity and eGame play.

Categories of Exergames Categories of Interactive Fitness Activities
Dance games (i.e. Dance Dance Revolution) Martial Arts Simulators (3Kick and Makoto)
Virtual game bikes (i.e. Cateye Gamebikes) Hop Sports system
Virtual sport games (Nintendo Wii and Xavix) Light Space
3D gesture tracking games (Eye Toy Kinetic) Sport Wall
Balance board simulators (XrBoard)  
Compatible devices (Gamercize)  

*This is a not a conclusive list of categories of Active Games.

Active Gaming in Physical Education

Quality physical education programs aim to promote physically active lifestyles. In order to achieve this goal, it is essential to provide children with positive, enjoyable experiences which will encourage voluntary participation in physical activity. Children suggest that traditional activities such as sit ups and push ups are not desirable and discourage them from future participation. If physical educators are listening, they will accept the general concept that traditional physical activities alone are simply not accomplishing the objective of children remaining physical active for a lifetime. In fact, NASPE has recognized the possible impact technology may have in quality physical education programs by including technology as part of the recently updated standards and through the development of a position statement based on technology in physical education. NASPE suggests that physical educators need to include technology in their programs in order to meet the demands of this 21st century generation.

Active gaming is gaining in popularity not only with schools but various health facilities globally. When implemented properly in physical education classes, active gaming is being used as a tool to accomplish various objectives supported by national and/or state standards, not merely as free play or recess-related activity. Developmentally appropriate practices such as maximizing participation and developing learning experiences for the individual child should still be considered when using active gaming in any physical education program. Currently, the more popular method of implementing active gaming in physical education is to assist children in physically gaining moderate to vigorous physical activity minutes and cognitively learning about fitness-related components. Although there is limited research discussing the benefits active gaming may have with skill development, these healthy eGames have certainly proven to have merit in quality physical education programs.

Traditional vs. Technological

It has become more common to read about active gaming being compared to traditional physical activity with questions surfacing such as, “Is active gaming more effective or better than traditional activity?” It is unfortunate that this comparison exists, as active gaming should be viewed as an activity that may encourage children to become physically active in a culture that has clearly become less active and less healthy. Suggesting active gaming be incorporated in any physical activity program should NOT be misunderstood as a replacement to traditional forms of physical activity.

The benefits of traditional physical activity are well known; therefore, active gaming should serve as a mere compliment or supplement in hopes to provide the current generation with additional options they may find appealing and desirable. In addition, implementing active gaming should focus more on replacing sedentary screen time, rather than adding additional screen time to children’s daily behaviors. Traditionalists may continue to say, “Just make them go outside and play,” but this theory is certainly not working. It is evident that more contemporary approaches need to be considered in order to make successful steps in improving physical activity levels with this 21st century generation of children.

Conclusion

Obesity levels are rising as physical activity levels are declining amongst children. The past approaches to encouraging physically active lifestyles are simply not working. It is known that having fun or finding enjoyment is what children consider most important in order to continue any activity. If this is the case, it is important to consider what is desirable to this generation of children; this is obviously the engagement in technology driven activities such video game play. Because active gaming involves eGame participation with the healthy component of physical activity, this modern approach to encouraging physical activity should be considered as an appropriate tool to implement in quality physical education programs.

references


Exergaming


Xavix Boxing
Cateye GameBikes Dance Dance Revolution  
   
Interactive Fitness  
   

3 Kick

LightSpace Wall


read also: Generations Change: Prepare for Active Gaming, written by Lisa Hansen

 

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