The articles chosen for weeks 5 and 6 focused primarily on the use of video games as a means to promote physical activity.
The presentation given by Dr. Stephen Yang about exergames introduces the idea of active video games as exercise. Exergames are games using technology that require physical movement. These types of games are inclusive to all ages. Active games for kids, adolescents, adults, and the elderly all exist. Exergames serve as an excellent way to incorporate exercise into one’s day without necessarily calling it exercise. These games prove to be enjoyable, effective, and beneficial. There is a predicted increase popularity of exergames in the near future due to the population becoming more health conscious. Physically interactive video games like this already exist such as Just Dance, Wii Sports, etc. This leads me to question, will these games and others alike increase in popularity as the public wishes to improve its health?
The study conducted to create a new approach to active video games revealed a lot about the potential active video games withhold. The study’s objective was to create a new active video game, active fantasy sports. The goal of this was to use fantasy sports as a way to promote physical activity. Participants in this experiment found active fantasy sports as enjoyable or more enjoyable than traditional fantasy sports. These results show major potential for active fantasy sports systems as a sustainable way to promote physical activity. This study left me with the question, how are change advocates going to change people’s sedentary games into active games? Also, what other games can implement physical activity?
The article written by Forbes contains reasons why video games are actually good for your health. There are cognitive benefits that results from video games. Video games also reinforce motivational attitudes. They also generate positive feeling among players. Another perceived benefit of video games is they increase social interaction. In regards to active video games and their physical benefits, these additional advantages add even more value to active video games.
The study of dieting apps from the health and fitness categories of iTunes monitored levels of user interaction. Following the experiment, it was concluded that most of the apps reviewed were theory deficient and lacked necessary information. It was also concluded that these diet apps could help the public health crisis of obesity if supported with more health behavior theories. With this open opportunity existing, will health behavior change experts partner with these app producers/developers to create the most efficient health apps?