Researchers at the University of South Florida have been conducting studies to better learn how active gaming fits in the physical education classroom as well as the academic classroom. This is an educational video of active gaming and how it relates to the academic and physical education classroom - http://www.youtube.com/watch?v=wBv1LBpHGIMSunday, August 7, 2011
Active Gaming in PE - See it for yourself!
Researchers at the University of South Florida have been conducting studies to better learn how active gaming fits in the physical education classroom as well as the academic classroom. This is an educational video of active gaming and how it relates to the academic and physical education classroom - http://www.youtube.com/watch?v=wBv1LBpHGIMWednesday, August 3, 2011
Using games for a healthy lifestyle has definitely become more popular today. Recently, a journal was released that focused on Games for Health. One focus in the journal is articles regarding active games or exergames. This journal will be a great resource to follow recent publications from research conducted with active gaming. See the article regarding this journal here and below:
Games for Health: Research, Development,and Clinical Applications; A Groundbreaking New Journal
on the Applications of Digital Games to Human Health
New Rochelle, NY, July 13, 2011–Mary Ann Liebert, Inc. announces the launch of Games for Health: Research, Development, and Clinical Applications (G4H), a new, peer-reviewed journal dedicated to the development, use, and applications of game technology for improving physical and mental health and well-being. The Journal breaks new ground as the first to address this emerging, widely-recognized, and increasingly adopted area of healthcare. Published bi-monthly, Games for Health: Research, Development, and Clinical Applications will be released in fall 2011.
Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification to self-management of illnesses and chronic conditions to motivating and supporting physical activity. Commonly used applications include mobile phone-delivered games that track daily exercise and “exergames” that require physical exertion in order to play (e.g., on platforms such as the Nintendo Wii, Sony PlayStation Move, and Xbox Kinect). Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters.
Billions of dollars and immeasurable hours of research and development are being invested in developing and employing sophisticated software and technologies that deliver tailored, personalized game-based healthcare interventions. Games for Health: Research, Development, and Clinical Applications will provide a print and online forum for peer-reviewed research articles, new system and game reviews, field news and reports, convention and event announcements, book reviews, and point-counterpoint discussions to support professionals in the field.
“This research journal will be an authoritative and influential resource for decision makers who purchase, use, prescribe, recommend, design, publish, fund, or invest in digital games for health, and it will serve our research field and its related academic disciplines in many valuable ways,” according to Debra Lieberman, PhD, Director of the Health Games Research national program at the University of California, Santa Barbara. “The Journal will be a starting point for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care.”
Forthcoming articles for early issues of Games for Health: Research, Development, and Clinical Applications include research on the effectiveness and design strategies of:
•Games intended to develop the social skills of people with conditions such as autism
•Exergames aimed at motivating more activity in physical education classes
•An alternate realty game designed to increase physical activity
•Exergames for young adults and families
•Games to help treat eating disorders and habits such as smoking
•Games to improve cognitive function in older adults
•The use of simulations to help develop the interpersonal skills of family members of veterans suffering from PTSD
“The benefits of games for health—from autism to Alzheimer’s to heart disease and other illnesses and conditions—are demonstrating significant promise for improving the way people manage their health and for the delivery of care both in and out of the hospital setting,” said Mary Ann Liebert, president and CEO of Mary Ann Liebert, Inc. “Games for Health: Research, Development, and Clinical Applications is a critical and much-needed forum for this evolving area of healthcare.”
The new journal is under the editorial leadership of Bill Ferguson, PhD with expert input from a diverse editorial board which includes researchers: Debra Lieberman, PhD (University of California, Santa Barbara); Tom Baranowski, PhD (Baylor School of Medicine); Martin E. P. Seligman, PhD (University of Pennsylvania); Adam Gazzaley, MD, PhD (University of California, San Francisco); Peter Bingham, MD (University of Vermont); Barbara Chamberlin, PhD (New Mexico State University); Wei Peng, PhD (Michigan State University); Sam Yohannan PT, MS, (Cornell Medical Center); and many other leaders from the research community. Industry, technology, and other experts on the Editorial Board include Jim Bower, PhD (Whyville), Ron Goldman (Kognito) Benjamin Heckendorn (The Ben Heck Show), Ernie Medina, Dr. P.H. (MedPlay Technologies), Ketan Paranjape BS, MS, MBA (Intel Corporation), Russell Shilling, PhD, Capt. USN (DARPA); and Eric Zuckerman, DO (Pediatric IBD Foundation).
Mary Ann Liebert, Inc. is a privately held, fully integrated media company known for establishing authoritative peer-reviewed journals in many promising areas of science and biomedical research, including Cyberpsychology, Behavior, and Social Networking; Telemedicine and e-Health; and Population Health Management. Its biotechnology trade magazine, Genetic Engineering & Biotechnology News (GEN), was the first in its field and is today the industry's most widely read publication worldwide. A complete list of the firm's 70 journals, books, and newsmagazines is available at our website.
Games for Health: Research, Development,and Clinical Applications; A Groundbreaking New Journal
on the Applications of Digital Games to Human Health
New Rochelle, NY, July 13, 2011–Mary Ann Liebert, Inc. announces the launch of Games for Health: Research, Development, and Clinical Applications (G4H), a new, peer-reviewed journal dedicated to the development, use, and applications of game technology for improving physical and mental health and well-being. The Journal breaks new ground as the first to address this emerging, widely-recognized, and increasingly adopted area of healthcare. Published bi-monthly, Games for Health: Research, Development, and Clinical Applications will be released in fall 2011.
Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification to self-management of illnesses and chronic conditions to motivating and supporting physical activity. Commonly used applications include mobile phone-delivered games that track daily exercise and “exergames” that require physical exertion in order to play (e.g., on platforms such as the Nintendo Wii, Sony PlayStation Move, and Xbox Kinect). Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters.
Billions of dollars and immeasurable hours of research and development are being invested in developing and employing sophisticated software and technologies that deliver tailored, personalized game-based healthcare interventions. Games for Health: Research, Development, and Clinical Applications will provide a print and online forum for peer-reviewed research articles, new system and game reviews, field news and reports, convention and event announcements, book reviews, and point-counterpoint discussions to support professionals in the field.
“This research journal will be an authoritative and influential resource for decision makers who purchase, use, prescribe, recommend, design, publish, fund, or invest in digital games for health, and it will serve our research field and its related academic disciplines in many valuable ways,” according to Debra Lieberman, PhD, Director of the Health Games Research national program at the University of California, Santa Barbara. “The Journal will be a starting point for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care.”
Forthcoming articles for early issues of Games for Health: Research, Development, and Clinical Applications include research on the effectiveness and design strategies of:
•Games intended to develop the social skills of people with conditions such as autism
•Exergames aimed at motivating more activity in physical education classes
•An alternate realty game designed to increase physical activity
•Exergames for young adults and families
•Games to help treat eating disorders and habits such as smoking
•Games to improve cognitive function in older adults
•The use of simulations to help develop the interpersonal skills of family members of veterans suffering from PTSD
“The benefits of games for health—from autism to Alzheimer’s to heart disease and other illnesses and conditions—are demonstrating significant promise for improving the way people manage their health and for the delivery of care both in and out of the hospital setting,” said Mary Ann Liebert, president and CEO of Mary Ann Liebert, Inc. “Games for Health: Research, Development, and Clinical Applications is a critical and much-needed forum for this evolving area of healthcare.”
The new journal is under the editorial leadership of Bill Ferguson, PhD with expert input from a diverse editorial board which includes researchers: Debra Lieberman, PhD (University of California, Santa Barbara); Tom Baranowski, PhD (Baylor School of Medicine); Martin E. P. Seligman, PhD (University of Pennsylvania); Adam Gazzaley, MD, PhD (University of California, San Francisco); Peter Bingham, MD (University of Vermont); Barbara Chamberlin, PhD (New Mexico State University); Wei Peng, PhD (Michigan State University); Sam Yohannan PT, MS, (Cornell Medical Center); and many other leaders from the research community. Industry, technology, and other experts on the Editorial Board include Jim Bower, PhD (Whyville), Ron Goldman (Kognito) Benjamin Heckendorn (The Ben Heck Show), Ernie Medina, Dr. P.H. (MedPlay Technologies), Ketan Paranjape BS, MS, MBA (Intel Corporation), Russell Shilling, PhD, Capt. USN (DARPA); and Eric Zuckerman, DO (Pediatric IBD Foundation).
Mary Ann Liebert, Inc. is a privately held, fully integrated media company known for establishing authoritative peer-reviewed journals in many promising areas of science and biomedical research, including Cyberpsychology, Behavior, and Social Networking; Telemedicine and e-Health; and Population Health Management. Its biotechnology trade magazine, Genetic Engineering & Biotechnology News (GEN), was the first in its field and is today the industry's most widely read publication worldwide. A complete list of the firm's 70 journals, books, and newsmagazines is available at our website.
Monday, July 25, 2011
Back to the Basics: Why Active Gaming in PE?
In an article titled Dance Games and Other Exergames: What the Research Says, Debra Lieberman (2006) wrote, “Research is finding that exergames are highly appealing, motivating, and fun, and they offer compelling game challenges, a chance to perform athletically or expressively for others, and a way to meet and interact with others in friendships and in communities. Since this article was released, much more research on active games (exergames) has produced similar results. In the past few years I have attended and presented at more than 15 conferences (International, National, and Local) and have attended other presentations discussing active gaming. This helps me realize that the popularity and recognition active gaming is receiving presently is growing. No longer is the concept of using active technology in Physical Education frivolous or frowned upon. Teachers all of the world are now using active gaming in their classrooms to compliment more traditional activities. There is a very good article worthy of reading to learn more about active gaming, view testimonies from teachers who have experienced active gaming in PE, and to access a good list of resources. If you are still unsure that active gaming should be incorporated in the Physical Education classroom ask yourself one question first, “Why not?” Then refer back to this blog and the seven that follow this one posted discussing the legitimate concerns and crticisms teachers may have.
Tuesday, March 15, 2011
Active Gaming: Research and Results!

My intention of this quick blog is not to bore you with a ton of recent research articles about active gaming. However, it is my intention to make you aware of the fact that active gaming has been in the media lately on multiple occasions - for the good! Below I have included links to several media stories that provide support for using active gaming as a form of beneficial physical activity. Let me say this - Active Gaming CAN be an appropriate tool to use in your physical education classroom. When implemented according to the national standards as well as following developmentally appropriate practices, these activities may certainly benefit your students:
http://consumerist.com/2011/03/video-games-are-good-for-kids.html
http://www.familypracticenews.com/news/more-top-news/single-view/exergames-players-expend-energy-at-real-life-play-levels/5a239edddd.html
http://children.webmd.com/news/20110307/active-video-games-help-kids-burn-calories
Addtionally, check out The Exergame Network blog where you can find more information about research research as well as additional resources that provide evidence supporting active gaming in the physical education classroom.
Monday, January 24, 2011
Exergaming Award Winners: TEN Network Reveals It ALL

In a previous blog, I discussed a survey released by the TEN Network awarding the top Exergames in various categories. Below are the results from the Survey as stated in the TEN Network blog post that you can find here:
The full results of The Exergame Network Awards 2010 are as follows;
- Best Children's Exergame - WINNER: Dance Dance Revolution Disney Grooves by Konami
- Best Physical Education Exergame - WINNER: Gamercize Pro-Sport for Wii
- Best Seniors Exergame - WINNER: Nintendo Wii Sports Bowling
- Best Accessibility Exergame - WINNER: Nintendo Wii Sports
- Best Home Dance Exergame - WINNER: Konami DDR
- Best Commercial Grade Dance Exergame - WINNER: Positive Gaming iDANCE2
- Best Exergame Fitness Avatar - WINNER: Wii Yoga
- Best Rehabilitation Exergame - WINNER: Nintendo Wii Fit and Wii Fit Plus
- Best Group Exergame - WINNER: Positive Gaming iDANCE2
- Best Gateway Exergame - WINNER: Nintendo Wii Sports
- Best Competition Exergame - WINNER: Gamercize Pro-Sport for Xbox 360
- Best Brain Exergame - WINNER: NeuroActive BrainBike
- Best Music in an Exergame - WINNER: Positive Gaming iDANCE2
- Best Commercial Exergame 2010 - WINNER: Positive Gaming iDANCE2
- Best Home Exergame 2010 - WINNER: Microsoft Kinect Sports
”The inaugural TEN Awards is a significant initiative to raise public awareness of the commercial grade Exergaming solutions available world wide and to honour the key pioneering manufacturers in this exciting health and fitness genre” says Brett Young, founding member of The Exergame Network and CEO of Exergaming Australia.
”The first ever TEN Awards is a great step in helping both consumers and healthcare professionals know where to start when trying to select (or recommend) an exergame for their particular need. The voting was from a wide array of exergaming enthusiasts from around the globe. I believe this is a great start and hope that this will encourage game developers and exergaming manufacturers to continue to produce great products and raise the field of exergaming” says Dr. Ernie Medina, Jr., DrPH, founding member of The Exergame Network, CEO of MedPlay Technologies, and the “Exergaming Evangelist/Interventionist”.
Labels:
active gaming,
exergaming,
gamercize,
PE Central,
physical activity,
technology,
video games,
wii
Thursday, January 13, 2011
I wanted to share this article...a good and easy read about active gaming with the exception of one paragraph that is a little vague:
"During one session run by Miller's research assistants last month, it was clear how four students felt about leaving a well-organized dodgeball game in the regular gym to go play video games in a smaller gym."
I am not sure if dodgeball will ever be a developmenally appropriate activity (I may get a few emails for this) yet the article demonstrates how video games may have a strong effect on children and their desire to be physically active. Another powerful statement in which I have observed and believe:
"If you're not an athlete, you generally are not going to have a good time in PE," said Todd Miller, who teaches exercise science at George Washington University. "But if you do something like Dance Dance Revolution, you can play the most athletic person in the class and still win."
In response to this statement, I have observed many unskilled, overweight children experience success with active gaming. There may be something to this generation - an open mind may serve well.
"During one session run by Miller's research assistants last month, it was clear how four students felt about leaving a well-organized dodgeball game in the regular gym to go play video games in a smaller gym."
I am not sure if dodgeball will ever be a developmenally appropriate activity (I may get a few emails for this) yet the article demonstrates how video games may have a strong effect on children and their desire to be physically active. Another powerful statement in which I have observed and believe:
"If you're not an athlete, you generally are not going to have a good time in PE," said Todd Miller, who teaches exercise science at George Washington University. "But if you do something like Dance Dance Revolution, you can play the most athletic person in the class and still win."
In response to this statement, I have observed many unskilled, overweight children experience success with active gaming. There may be something to this generation - an open mind may serve well.
Sunday, January 9, 2011
Vote for Your Favorite Exergame!

The Exergame Network (TEN)is a TEN is a not-for-profit and non-affiliated Games for Health advocacy promoting an active and healthy lifestyle by combining video games technologies and exercise, known as Exergaming. TEN is an international collaboration of dedicated health and fitness practitioners, exergame developers, researchers and clinicians, health and fitness entrepreneurs and passionate individuals devoted to highlighting the best solutions offered by exergaming. The network has put together a neat and fun survey to try and learn more about how people feel about active games (exergames). The survey is very short and easy to complete. The TEN Network would appreciate any input you may be able to provide. You can access the Survey here.
Subscribe to:
Posts (Atom)