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
|