Thursday, September 30, 2010

Criticism #7: Children Will Get Bored!


The last but certainly not least important criticism in this series of seven posts is that “Children will simply get bored of these activities too quickly”. Sustainablity is another concern for some teachers and parents. The notion that playing any activity too long and in the same way becomes less appealing and motivating may be true. They key to sustainability in a quality physical education program is effective, developmentally appropriate implementation strategies. In more simple terms, avoid using an active game “…too long and in the same way.” For example, must teachers would agree that throwing a ball to a target from a cone for extended periods of time will get boring for children. However, if I change the target to “blue”, move the cone back a few steps, or challenge the students with a “game” while still focusing on the same skill of throwing, we have now created an entirely new, appealing, and enjoyable task. The use of active gaming in the physical education classroom should be viewed in the same manner.

Additionally, many active games are compatible to a traditional game console (Nintendo Wii, Sony Playstation 2 and 3, Xbox, etc.) allowing children to choose a variety of games in which to play. Some active games even allow children to plug the equipment to their computer and expand game play online.

School systems should understand that an appropriate instructional environment for active gaming is essential in order to promote the most effective learning and motivating experiences for children. Teachers should have training as well as personal practice on all purchased active games before including these activities in the curriculum. Using active gaming as a tool to accomplish learning objectives can be successful to sustaining the attentions span of children. However, using active gaming as a replacement for quality instruction or just as a fun game does not foster sustainability. After all, even the coolest video game such as Pac Man drops in sales at some point!

Monday, September 27, 2010

Criticism #6: Durability is Problematic


The 6th criticism of this series of seven blog posts discusses the issue of the durability of active games being problematic. Some have suggested active gaming is problematic due to the lack of reliability in terms of durability of the technology. Whether you are on a computer, using a cell phone, using an IPod, or trying to set your DVR, the chances are that at some point technology is going to “break down”. Most active games are purchased with a warranty with an option to extend the warranty. This provides the needed security to extend the life of the equipment. Understanding the terms of the warranty as well as options for extending a warranty are important when purchasing any active gaming product.

A major concern to consider when purchasing any active gaming technology is the manual assistance and/or servicing to care for typical “trouble shooting” situations. Some problems that occur with active games are not related to the durability of the product but the typical technological issues that are found with many forms of technology. Simple troubleshooting instructions should be available and requested for each active gaming product in order to assist with the more common problems (tv channel is wrong, game “freezes”, feedback is not registering, intensity level is turned too high etc.). Additionally, school systems should be prepared to have someone appointed to not only care for the purchased products, but to have open communication lines with the company or companies that have supplied the equipment. Any questions regarding the servicing of products should be considered and discussed prior to making any purchase. This is very important in order to understand the responsibility of the buyer and that of the seller including time considerations, replacement alternatives, and all potential costs involved.

Without discussing individual manufacturers or specific products it is safe to suggest that there are many durable products provided by the active gaming industry. Regardless, it is the responsibility of the buyer, especially when children are involved, to resolve issues as quickly as possible to avoid any disappointment or negative feelings towards the physical activity experience. Being prepared by understanding the technology component involved with the active games purchased will help reduce the likelihood of this issues occurring. Having been involved in this field for close to six years now, the #1 issue related to active gaming durability is certainly "Human Error". Not that we break the product, but that we do not understand the simplicity of why it may be acting a particular way. It may not be "broken" just yet...Ask Questions, Get Educated!

Thursday, September 23, 2010

Criticism #5: Active Gaming Takes Up Too Much Space


Finding the space to allocate active gaming activities at home or at school is the 5th critique of active gaming in this series of seven blog posts. Common questions include, “Where and how do we store the games when they are not being used” and “Where do we place the screens if we do not have wall space?” “Where will we find space in the school to set up the equipment?” All are reasonable questions and should be considered when pursuing an active gaming environment.

Active gaming equipment does not have to take up a lot of space. Consider the following related to space allocation and active gaming. First, designate a space to place the active gaming equipment that will not require the teacher to remove the activities daily. Delegating a room or small area in a specific permanent location in the school is ideal but certainly not necessary. Another option is to use a moving cart. A screen and game console can sit on the cart and the activities can be rolled or moved into the gym or classroom as needed. A third suggestion is to purchase a mobile or modular commercial unit. These units house the screens, consoles, and cords.

Additionally, consider turning children’s sedentary screen time at home into more active screen time, see criticism #2. Research suggests there are four televisions in the average household. Making at least one of these televisions an active gaming station is not only feasible but a great way to increase physical activity outside of school hours and decrease sedentary screen time.

Furthermore, some active games are compatible with a computer. Having a computer station in an academic classroom, computer lab, school library, or at home is a great way to turn sedentary computer time into more active computer time. The active games compatible with computers (i.e. Gamercize steppers, FootGaming pads, Plug -n- Play games, etc.) are easily stored under a desk or against a wall.

Space allocation may be a concern but should certainly not discourage the use of active gaming in the physical education classroom or at home. Determining the type of space you have available is an important first step when considering the purchase of active gaming activities. The space you have abailable will most likely influence the active games you are capable of purchasing.

Monday, September 20, 2010

Criticism #4: Active Gaming Breaks the Piggy Bank


The 4th criticism regarding active gaming being discussed in a series of seven blog posts is "Active Gaming Breaks the Piggy Bank". This critique suggests that active gaming is too expensive and not necessarily feasible to consider in the physical education classroom. While there is certainly merit to this critique, let me discuss and share available,reasonable active gaming alternatives:

Active gaming has been identified as being an expensive investment and many parents and schools may deem the expense to be unrealistic. School administrators would understandably need to make decisions related to costs versus the benefits. However, there are active games that are affordable. A variety of Dance Dance Revolution pads are available for under $20.00 a pad and active games such as the Gamercize steppers, Nintendo Wii, Xavix Sports, etc can be purchased for under $300.00 each. Additionally, depending on the active game selected (Gamercize, Cateye GameBike, Nintendo Wii, etc.) the activities are compatible with multiple video games which fosters sustainability with children. Therefore, after the investment in the equipment, the type of game played can continue to change providing a higher return on investment. Creating a full functioning active gaming room may not be a reasonable task immediately; yet, taking small steps toward this goal to continue to add new activities each year or as funding is available is feasible.

At home, research suggests over 90% of children play video games or computer games. Considering many active games are operated using a traditional game console (Nintendo Wii, PlayStation2, PlayStation3, Xbox 360, etc.) or through online game play, the gateway for children to be active in their homes is increasingly available.

Schools will find that there are several funding initiatives available that can provide resources for purchasing this technology. The federally funded Carol White Physical Education Program Grants provide physical education programs with funding in amounts ranging from just over $100,000 to nearly $600,000 (United States Department of Education, 2009). These grants are specifically targeted for the improvement of physical education programs and can provide funding to facilitate such program initiatives. The Robert Woods Johnson Foundation grants for the prevention of childhood obesity (Robert Woods Johnson Foundation, 2009) also has funding based initiatives that not only look at increasing physical activity levels among children and adolescents but also at the impact of active gaming on these variables. State and local funding is also available for physical activity and technology initiatives providing multiple possibilities for funding active gaming equipment.

Thursday, September 16, 2010

Criticism #3: Traditional Physical Activity is Better than Technology-Driven Physical Activity


The #3 Criticism to be discussed, out of the seven previously mentioned, is the concept that traditional physical activity is better than technological physical activity. My initial thought...“Who cares, we are not in a competition." We are promoting appropriate physical activity. At this point, with the obesity rates high and physical activity levels low, we need to take what we can get: traditional or technological (active gaming). Let me further explain...

We know traditional physical activity provides a multitude of benefits to participants. There may be benefits that traditional activity provides that active gaming does not; yet, research continues to support active gaming as an appropriate and acceptable physical activity. More research is needed to identify all of the benefits participating in active gaming may provide; however, in regards to the National recommendations, we know participating in technology driven activities can provide moderate to vigorous physical activity experiences. Regardless, this is really not the point. The point is that traditional or “reality” physical activity is not engaging or appealing to all children and adults. The National physical activity recommendations for both children and adults are not being met. It is clear that individuals are simply not choosing to be traditionally active. They are more motivated to participate in sedentary behaviors such as those involving technology (i.e. video games and computer games).

We have one common goal: To increase physical activity levels. Should it matter how this goal is met as long as the activity involved is appropriate and healthy? Active gaming may even prove to encourage participants to become more traditionally active by producing a gateway effect linking virtual play to “reality” play.

Think about this question, “How is traditional physical activity better if individuals are NOT doing it”? If active gaming increases voluntary physical activity levels and is considered an appropriate physical activity, why discourage its use opposed to more sedentary behaviors? Times have changed; society has changed; the economy continues to change; maybe the way we exercise is changing also.

Active gaming is an appropriate physical activity: Get your Game On OR Go Outside and play. Either option Wins over being inactive!

Monday, September 13, 2010

Criticism #2: Why Would We Encourage More Screen Time?


In my previous blog discussing Criticism #1, “Just go outside and play”, I mentioned the average person spends over 40 hours of sedentary time a week in front of some sort of screen (TV’s, computers, video games, iPods, cell phones, etc.). Recommendations suggest that time spent on sedentary recreational screen activities should not exceed 2 hours per day. Obviously, the average individual spends more time in front of the screen than recommended, and a good portion of screen time is spent playing video games. Why is this an issue? Amongst many, a main concern is that this time spent in front of screens is sedentary. Globally, as sedentary screen time has increased, so have the obesity levels. So, do you want the good news or bad news first?

One thing experts are more than confident about: Screens are not going away! Not only are they not going away; but, more engaging upgrades, cooler graphics, and appealing features to the previous screen-based products continue to evolve. The battle of getting children away from screens is going to be a long and difficult one. Screens are here to stay.

Now entering the positive zone:

Exergaming, the genre of active games related to video game play and exercise, makes sedentary screen time more active. Exergaming is not intended to add or promote additional screen time for individuals. Exergaming should be considered a replacement for the sedentary time already spent in front of a screen. Therefore, using active gaming is not promoting additional sedentary screen time. In fact, due to the already known benefits that physical activity provides, promoting active screen time may encourage individuals to then want to become more voluntarily active away from the screen.

Additionally, if you were given two options: 1)Children refuse to be active outside and due to a variety of reasons stay inside to play; a large portion of that time is spent in front of a screen watching television or on computer play or video game play; or 2)Children agree or even choose to become physically active by playing an active video game instead of engaging in traditional sedentary behaviors. Which would you choose to promote?

Bottom line, if they are going to use screens anyway, why not make it active?

Wednesday, September 8, 2010

Criticism #1: Just Go Outside and Play



From the previous blog outlining various critiques regarding active gaming, this is critique #1 our of 7 that will be discussed in the next few weeks:

“When I was your age, I used to play outside until the street lights came on.” We still say it and we still believe it. As an advocate of physical activity, there is really nothing better than seeing children outside playing, moving their bodies, and exercising. Unfortunately, in today’s society I find myself more excited to see children riding bikes or playing pickup games in backyards because there is a lack of "outdoor" play taking place. Most of us are aware that the recommendations for children to acquire a minimum of 60 moderate to vigorous physical activity minutes is not being met. For a variety of reasons, including our societal saturation in technology, children are just not being active. Many children suggest using computers, texting, and playing video games is simply more FUN!

Children suggest that the most important element in life is having fun. If this is true, then it is our job to make exercise more engaging and more fun! How do we do this? How do we make exercise more enjoyable then the gizmos and gadgets our children desire? Especially in a society where children are growing up more overweight yet less confident in moving their bodies. Are physical education teachers fighting a losing battle? One thing is apparent, technology is not going away. Video games are not going away. They are only becoming more popular and more appealing.

Active gaming is aligned with this generation’s desires by engaging the user through the use of technology. Children are able to play the games they love while being active. We all wish children would just “go outside and play”; but they are not. The truth is, they are spending over 40 hours a week in front of a screen. OVER 40 hours a week – a full time job of participation in sedentary behaviors. So, if I asked you this question “Would you rather a child be active, playing a technology driven game, or be sedentary” how would you respond? Seems like a simple answer but many battle this idea of allowing children to be active playing a video game. Until we find a solution that makes children go outside and play, I would rather accept an active game over a sedentary behavior. I would rather tell a kid to go get their Game ON and encourage the voluntary physical activity in hopes that participation in active gaming may influence traditional physical activity involvement as well. Active gaming is one solution that gets kids moving, having fun, and enjoying exercise.

Monday, September 6, 2010

Critiquing Active Gaming


Active gaming is growing in popularity and the idea of increasing children’s physical activity by using 21st century technology is largely accepted by many including physical educators. There are still questions and criticisms related to accepting this contemporary concept as a method of increasing children’s physical activity. Some criticisms have merit and should certainly be considered before implementing active gaming in the physical education classroom.

At the University of South Florida as well as other Colleges and Universities, researchers are interested in learning more about active gaming, including such criticisms, in order to inform others of the potential positive and/or negative effects these activities may have on various populations. Many critisims are understandable, some are true, and others merely myths. Regardless, all should receive attention in order for physical education teachers to understand how to appropriately use active gaming in the classroom. Advocacy of active gaming in physical education is warranted only when these activities are properly implemented using best practices. Please refer to the position paper developed by a NASPE committee in order to learn more about how to appropriately implement technology in the physical education classroom.

In a journal article, I discuss seven main criticisms of active gaming that have been the topics of conversations in the media, at conferences, or in direct dialogue: 1) Just go outside and play, 2) why would we encourage more screen time, 3) traditional physical activity is better than technological physical activity, 4) active gaming breaks the piggy bank, 5) active gaming takes up too much space, 6) durability and service is problematic, and 7) children will get bored. Although there are certainly other questions and concerns related to active gaming, I feel as if these seven criticisms have been more commonly discussed due to the obvious concerns regarding the promotion of active video games and other related technologies in the physical education classroom.  I truly believe any issues physical education teachers may have regarding active gaming must be discussed before these activities can be implemented to promote a quality physical education program. During the next couple of weeks, I will discuss each criticism in terms of validity and the myths related to active gaming. Check back frequently or set your google alerts to send you automatic updates so you do not miss out on these important discussions.

Wednesday, September 1, 2010

Exergaming: Is There a Gateway Effect

One valuable question regarding active gaming is if there is potential to transfer the virtual game experience to reality. This transfer is often referred to as a gateway effect. Exergaming, a genre of active games that included video game play with physical activity, is regularly criticized because of the video game component. The below article is not only interesting but possibly significant to 21st century physical education teachers who may be considering implementing active gaming in their classrooms. The article discusses video game play in terms of there being a correlation to traditional sport play:


Research shows kids who play video games more likely to play real life sports
July 8th, 2010 11:40 am CT.
Wii Sports Tennis
Photo: nintendo
A study noted by TIGA, an association that represents the UK games industry has pointed to a new study published by ESSEC, a leading business school in France that shows playing sports in video games has the capability to increase participation in real life sports amongst young men and adolescents.

The study affirms that, "38 per cent of boys under the age of 21 who play sports games on active video game consoles practice their favorite virtual sport in real life and 75 per cent of video gamers participate in some kind of real sport. The more they play active video sports games, the more likely adolescents are to practice sports."

“Video games are frequently demonized,” said Thierry Lardinoit, Head of the International Sports Marketing Chair, and Head of the Marketing Department at Essec. “We now know that these fears are unfounded. While it is difficult to fight against the consumption of video games, which has become more and more widespread among youth, we can use this consumption to further the realistic goal of encouraging physical activity among adolescents.” He goes on to add, "“There is a strong correlation between playing video games and participating in real sports. Watching television is a threat to physical activity. Video games are not, however."

While it is obvious that video games were previously designed solely for the purpose of entertainment, concerns about childhood obesity as well as the detrimental effects it can lead to later in life have always been something the gaming industry and community have been forever battling. In the wake of such contentuous issues, Nintendo teamed up with the American Heart Association following the lauded success of the Wii. Additionally, Sony and Microsoft have professed an interest in creating an active gaming environment with their impending Move and Kinect motion-controlled peripherals.

Jason Kingsley, a TIGA Chairman and CEO and creative Director of Rebellion, noted for their recent Alien vs. Predator title, stated, “People play video games for enjoyment, but it is good to see this new research highlighting one of the positive spill-over effects of video games. This is important. Too often the benefits of video games can be overlooked.”

Pilot data at the University of South Florida demonstrated similar results regarding virtual sport play influencing traditional sport play. So, although more research is needed, you may not want to discredit the value of active video game play just yet.