|
A Growing Trend: Video Games Tackling Obesity, Health and School Success
Although games and devices that require physical activity beyond movement
of ones thumbs, such as the Nintendo
Power Pad, have been around for years, the availability, popularity and ease of
use of such games have taken a giant step forward in the form of one console in
particular: the Nintendo Wii. A video game system that requires active rather
than sedentary participation (for instance, swinging the controller like a bat
for a baseball game), the Wii is transforming the console landscape. One game
in particular, Wii Fit, and its accompanying balance board,
turns the video game console into what some consider a legitimate means of developing
a habit of daily exercise. Wii Fit has already sold more than 8.7 million
units and if it continues at this pace it will surpass Grand Theft Auto IV
in sales. Other Wii games, including Wii Sports, also encourage a great
deal of physical activity. Many socalled non-traditional users report enjoyment
of and ease of play with such games, making the Wii a rare piece of video game
technology that is becoming popular with people of all ages. The Wii is thus opening
up the video game market to new users and at the same time causing people to rethink
the way they play video games. Video games are beginning to be used
to promote better health in a variety of other ways besides requiring physical
activity. One notable 2008 release is, Allen Carrs Easy Way to Stop Smoking,
a game based on the bestselling book of the same name. This game is designed to
help players choose a healthier lifestyle simply through playing the game. The
2008 Games For Health Conference in Baltimore, Md., featured panel discussions
on exergames (games that involve physical exercise), but it also explored
the possibilities of health education games such as Re-Mission (a game
that teaches young people about cancer), and demonstrated innovations in using
video games as a method for pain distraction and anxiety reduction for patients
in hospitals. Allstate, the insurance provider, also announced it might
use video games to promote health and safety. If the plan is implemented, the
company will provide a discount on the premiums of customers who play games designed
to combat age-related cognitive decline. Schools are also increasingly
using video games as innovative teaching techniques. This past fall, 109 New York
City middle schools began using Dimension M, a fast-paced Jeopardy!-like
video game that quizzes students on pre-algebra and algebra topics. The use of
video games in learning has also extended into the standardized testing world.
Currently, the Princeton Review Inc. and Aspyr Media Inc. are offering SAT prep
material in video game form. |