2.3 EXERGAMING – PLAY AND EXERCISE
2.3.5 Introduction to Digital Sports Games
2.3.5.1 Nintendo Wii Fit and Wii Fit Plus
There is variety of digital sports games in the market. What follows is a more precise definition about the games mentioned in this research.
2.3.5.1 Nintendo Wii Fit and Wii Fit Plus
Wii fit press photos
The Wii is a video game console released by Nintendo. It was launched on November 19, 2006 with 21 game titles. The Wii is played by waving a wireless, motion-‐sensitive remote control (Wii Remote) to control the movements of the players in different games. Vajk et al. describes the interface as following:
“The Wiimote, a wireless controller, which is able to sense both rotational orientation and translational acceleration along three-dimensional axes. It achieves this through the use of inbuilt accelerometers, together with a light sensor. This light sensor is used in conjunction with an array of light-emitting diodes centrally positioned above or below the console’s display, which allows for six degrees of freedom. The Wiimote can be augmented with additional features, one of which is the “Nunchuk,” which features an accelerometer and a traditional analog joystick with two trigger buttons”
(2008, Vajk et al. 1).
After Nintendo released Wii Fit for the Wii console, it became a great success and “is currently the third best selling console game in history (among games not packaged with a console) with 22.61 million copies sold as of May 2010” (Wikipedia.com, “Nintendo Wii Fit”). The Wii device is the primary controller for the console. Wii Fit Balance Board measures the user’s centre of balance, centre of mass and weight. The user can stand on the board in various poses, balance or do pushups. The software in Wii Fit calculates the body mass index, among other functions.
Wii Fit has about 50 exercises, such as yoga poses, strength training, aerobics and balance games. Wii Fit Plus, which is an enhanced version of the original Wii Fit, includes 15 new balance and aerobics games, six new strength training and yoga activities together with a calorie burning counter.
Patrick Crogan states in Culture Machine: “Wii Fit Plus follows up this offer of vicarious participation in the hi-‐tech feedback-‐based training and fitness evaluation systems of professional sports” (2010, 88). He continues: “This is what the Wii system is designed to boost -‐ the familiarity of its attentive, embodied engagement of the user in virtual interaction” (90).
Crogan argues that: “The Wii could be said to boost the immediacy of the virtual world by enhancing physical involvement in the mediated, virtualised world of play” (2010, 91).
Below a discussion about Wii Fit sports games in Gamecritics.com:
Over on Game Critics, part of their ongoing series on Wii Fit suggests the question, is this exercise through a game, or just a simulation of exercise.
The counterpoint might be: how does it really differ from any other pop-exercise regime, in book or video form, for example.
comment:
It doesn't differ. Simply because people may be more inclined to exercise because of digital feedback doesn't mean it isn't real exercise, it is moreso a testament to our gratification culture. We need feedback to everything at every moment.
Mike Doolittle writes in Gamecritics.com:
For many people, it will probably be the only exercise they get. Better than nothing of course, but it will be interesting to see how many of those people achieve their goals.
Researcher still disagrees with the benefits and physical efficiency of digital sports games.
Crogan argues that the Wii games are related to the actual games such as tennis, baseball, golf and boxing, but he notes that they are only comparable, not the same (2010, 87). Users, however, experience that some of the games are very effective in terms of physical exercise.
Some of the games have been developed just for exercise, and these games do not differ from real world exercise in any way, it is real exercise (Respondent 5).
Janell Troyer writes in Gamecritics.com:
…So you wonder if it's challenging??? Ever tried hula hooping for 6 or 10 minutes at a time. I tell ya, I didn't know I had muscles on my hip bones...
they're screaming!! My obliques are sore, my back is sore, my arms are sore. I feel it in practically every muscle in my body--it's GREAT!! Even with 3 small children I'm able to get in over an hour a day...because it's fun and it's not disruptive to our daily routine.
2.3.4.2 Introduction to Xbox Kinect
Kinect Sports: Season Two – Tennis – Play with a Friend (microsoft.com).
Kinect advertises that Kinect for Xbox 360 lets the player to be the driver. According to the advertisements, the game is based on natural experiences. Kinect uses a motion detector, which monitors the whole body. When playing, the whole body is moving, also on the screen. During play, Kinect creates a digital modeling based on depth data. The sensor captures the movements of the body as the player moves around. Kinect ID uses the Kinect sensor to recognize the players face and automatically loads the player’s profile. Kinect ID collects physics data of the player and saves the information on the profile. The navigation takes place by moving a hand;
when the sensor detects the player, the screen cursor moves (xbox.com).