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In this Nintendo Wii exergame, players move their upper and lower bodies by using the Wii remote and a game mat. This game involves more than a dozen fast-paced activities, such as log jumping, river rafting, and a minecart adventure.
In Alphabet Circus, a PlayStation 2 game targeted to children, players navigate through a colorful circus to discover various mini-games that combine physical activity and learning.
This PC-based training game provides basketball techniques and tips that players can take to the court. It is available for purchase.
Developed by Electronic Arts for the Nintendo Wii, this is a music and dance game in which players sing, perform, and dance as if they were really on stage. Players earn points based on how well they match the rhythm and pitch.
In this exergame, players experience a virtual environment in which they can engage in various sports activities and challenges. The game takes into account players’ speed, power, and reaction time.
Players of this game can engage in intense cognitive exercises designed to prevent or slow the onset of dementia. Dakim Brain Fitness intends to be user friendly and an enjoyable way to exercise players’ brains and fight dementia.
Available for Mac or PC, this exergame asks players to dance and boogie their way to a fun work out. The game uses contemporary Christian music.
Deca Sports is an interactive sports game comprised of ten different sports activities made for the Nintendo Wii. Using a Wii remote, players can engage in archery, figure skating, badminton, curling, and more.
Developed for young children for use on the PlayStation 2, Dinosaurs Shapes & Colors combines education and physical activity.
For the Nintendo DS and Wii, Don King Boxing: Boxercise engages players in a simulated boxing match.
Earn the Stars is a merit-based tool for educating, motivating, recognizing and rewarding children to make good choices about nutrition and participating in physical activities.
EyeToy: Kinetic Combat is a fitness game in which players engage in the ancient art of kung fu.
This exergame for the PlayStation 2 includes over a dozen active games intended to help players stay physically fit and off the couch. Games include hitting home runs and battling ninjas.
Fit Brains: Brain Games are a set of games intended to maximize and improve brain skill. This free, online game addresses five cognitive areas of the brain and sessions can be individualized using personalization tools.
This role-playing game is aimed at adolescent girls at risk of obesity. It encourages players to follow the food groups and serving suggestions of each while getting ample amounts of physical activity daily.
This set of free, online games designed to exercise adults’ brains and minds. Players can choose from a variety of games that, with practice, may help improve memory and cognition.
GameWheels was developed to give patients suffering from spinal cord injuries the opportunity to exercise while playing an exergame. It can be used as a therapeutic tool for wheelchair users.
"The Hockey IntelliGym™ is a revolutionary, software-based training tool that helps players develop hockey sense – the perception and decision-making skills necessary to stay one step ahead of the puck and the game."
Houston is a mobile phone game designed to encourage physical activity. The game comes with a pedometer that counts the number of steps players take over a certain period of time.
Jackie Chan Studio Fitness Powerboxing is a Xavix exergame designed to help players workout while engaging in interactive boxing.
This is one game in a series of games that encourages Pre-K children to engage their bodies in learning.
This is one game in a series of games that encourages Pre-K children to engage their bodies in learning.
This is one game in a series of games that encourages Pre-K children to engage their bodies in learning.
This is one game in a series of games that encourages Pre-K children to engage their bodies in learning.
Me2 is a game for which you create an avatar and a pedometer that counts and keeps track of every step taken by players. In order to unlock games on the device, players must accumulate points based on the amount of step taken.
MX 10 Workout Master is a console, dancepad, exergame system that allows users to exercise while dancing to music. Motivatrix recognizes players’ footwork and senses arm movements and flailing.
My Word Coach is a Nintendo Wii and DS game designed to test players’ ability to command and use the English language.
NEAT-o-Race and NEAT-o-Sudoku are mobile phone games that require players to earn activity points in order to advance.
Positive Gaming iDANCE2 System is a multi-player machine dance software that allows 32 people to play simultaneously with real time performance feedback.
Seek 'n Spell is a mobile phone game played outside using a global positioning system (GPS). While outdoors, players use their GPS to identify areas in which virtual letters are hidden.
"The SilverFit Mile can be installed on your existing treadmill. A projector beams a virtual environment on a sceen in front of the treadmill. This gives the participant the feeling of actually walking through the surroundings."
"The SilverFit Newton is a virtual therapy system for strength training. It can be fitted to any type of equipment that operates with a weight stack such as a pulley, a leg press, or a shoulder press."
The Smart Cycle is a stationary bike by Fisher-Price that allows young children to engage in physical activity while playing a learning video game.
"The Smart Cycle Extreme is a stationary bike, arcade game and learning center that plugs directly into your TV.
"It’s a stationary bike, a learning center, and an arcade game system—all rolled into one! Smart Cycle Racer plugs right into your TV, ready to take kids on learning adventures like no other.
The Incredible Adventures of the Amazing Food Detective is a game that teaches players the importance of healthy eating and getting ample amounts of exercise.
"The SilverFit is a system for virtual rehabilitation. It has been developed for people who have to exercise regularly as part of a rehabilitation program.
Therapy exergame is being used as physical therapy for patients recovering from surgeries.
Toy Pals Fun with Numbers is an exergame for the PlayStation 2 designed to engage young children in simultaneous learning and physical activity.
This game combines entertainment, physical activity, and virtual environments.
Xavix Music & Circuit is an exergame that allows players to get a workout while dancing and moving to the music.
Using a wireless bat and ball, players can work on their swing, compete against friends, and lead their team to the top.
Using a wireless bowling ball, players can participate in bowling tournaments, compete with friends, or just bowl for fun.
This game utilizes a wireless driver, putter, and sensory device that captures the timing and speed of each swing players take. Multiple levels, courses, and tournaments are included.
Using the wireless racket, players can swing, lob, and serve as if they were really on the court.
Zamzee is an online rewards program for young teens powered by their physical activity.
Leapfrog’s Zippity is an interactive system that combines physical activity and education.Young players can dance, jump, move, and learn with their favorite Disney characters.
Russell, W. D. (2009). A comparison of exergaming to traditional video games on children's mood, attention, and short-term memory. Missouri Journal of Health, Physical Education, Recreation & Dance, 19, 77-88.
Maloney, A. E., Bethea, T. C., Kelsey, K. S., Marks, J. T., Paez, S., Rosenberg, A. M., et al. (2008). A pilot of a video game (DDR) to promote physical activity and decrease sedentary screen time. Obesity, 16(9), 2074-2080.
Kroeze, W., Werkman, A., & Brug, J. (2006). A systematic review of randomized trials on the effectiveness of computer-tailored education on physical activity and dietary behaviors. Annals of Behavioral Medicine, 31(3), 205-223.
Haddock, B. L., Brandt, A. M., Siegel, S. R., Wilkin, L. D., & Joung-Kyue, H. (2008). Active video games and energy expenditure among the overweight children. International Journal of Fitness, 4(2), 17-23.
Biddiss, E., & Irwin, J. (2010). Active video games to promote physical activity in children and youth a systematic review. Archives of Pediatrics & Adolescent Medicine, 164(7), 664-672.
Siegel, S. R., Haddock, B. L., Dubois, A. M., & Wilkin, L. D. (2009). Active video/arcade games (exergaming) and energy expenditure in college students. International Journal of Exercise Science, 2(3), 165-174.
Lanningham-Foster, L., Foster, R. C., McCrady, S. K., Jensen, T. B., Mitre, N., & Levine, J. A. (2009). Activity-promoting video games and increased energy expenditure. The Journal of Pediatrics, 154(6), 819-823.
Bonis, J. (2007). Acute wiiitis. The New England Journal of Medicine, 356(23), 2431-2432.
Fawkner, S. G., Niven, A., Thin, A. G., MacDonald, M. J., & Oakes, J. R. (2010). Adolescent girls' energy expenditure during dance simulation active computer gaming. Journal of Sports Sciences, 28(1), 61-65.
Tan, B., Aziz, A. R., Chua, K., & Teh, K. C. (2002). Aerobic demands of the dance simulation game. International Journal of Sports Medicine, 23(2), 125-129.
Zigelbaum, J. (2006). Bodybeats: Whole-body, musical interfaces for children. Journal of Adolescence, 1595-1600.
Daley, A. J. (2009). Can exergaming contribute to improving physical activity levels and health outcomes in children? Pediatrics, 124(2), 763-771.
Hoppes, S. (1997). Can play increase standing tolerance?: A pilot-study. Physical and Occupational Therapy in Geriatrics, 15(1), 65-73.
Hillier, A. (2008). Childhood overweight and the built environment: Making technology part of the solution rather than part of the problem. Annals of the American Academy of Political and Social Science, 615, 56-82.
McDougall, J., & Duncan, M. J. (2008). Children, video games and physical activity: An exploratory study. International Journal on Disability and Human Development, 7(1), 89-94.
Epstein, L. H., Beecher, M. D., Graf, J. L., & Roemmich, J. N. (2007). Choice of interactive dance and bicycle games in overweight and nonoverweight youth. Annals of Behavioral Medicine, 33(2), 124-131.
Willems, M. E. T., & Bond, T. S. (2009). Comparison of physiological and metabolic responses to playing Nintendo Wii Sports and brisk treadmill walking. Journal of Human Kinetics, 22(1), 43-49.
Trout, J. M., & Zamora, K. J. (2006). Dance Dance Revolution: A clinical look at an interactive arcade game. (Abstract). Research Quarterly for Exercise & Sport, 77(1 Suppl), A-22.
Decreasing excessive media usage while increasing physical activity: A single-subject research study
Larwin, K. H., & Larwin, D. A. (2008). Decreasing excessive media usage while increasing physical activity: A single-subject research study. Behavior Modification, 32(6), 938-956.
Yoo, J. S., Hwang, A. R., Lee, H. C., & Kim, C. J. (2003). Development and validation of a computerized exercise intervention program for patients with type 2 diabetes mellitus in Korea. Yonsei Medical Journal, 44(5), 892-904.
Straker, L., & Abbott, R. (2007). Effect of screen-based media on energy expenditure and heart rate in 9- to 12-year-old children. Pediatric Exercise Science, 19(4), 459-471.
DeShazo, J., Harris, L., & Pratt, W. (2010). Effective intervention or child's play? A review of video games for diabetes education. Diabetes Technology & Therapeutics, 12(10), 815-822.
Stettler, N., Signer, T. M., & Suter, P. M. (2004). Electronic games and environmental factors associated with childhood obesity in Switzerland. Obesity Research, 12(6), 896-903.
Bailey, B. W. & McInnis, K. (2011). Energy cost of exergaming: A comparison of the energy cost of 6 forms of exergaming. Archives of Pediatrics & Adolescent Medicine, 165(7), 597-602.
White, K., Schofield, A., & Kilding, A. E. (2011). Energy expended by boys playing active video games. Journal of Science and Medicine in Sport, 14(2), 130-134.
Mellecker, R. R., & McManus, A. M. (2008). Energy expenditure and cardiovascular responses to seated and active gaming in children. Archives of Pediatrics and Adolescent Medicine, 162(9), 886-891.
Sell, K., Lillie, T., & Taylor, J. (2008). Energy expenditure during physically interactive video game playing in male college students with different playing experience. Journal of American College Health, 56(5), 505-511.
Graves, L., Stratton, G., Ridgers, N. D., & Cable, N. T. (2008). Energy expenditure in adolescents playing new generation computer games. British Journal of Sports Medicine, 42(7), 592-594.
Leatherdale, S. T., Woodruff, S. J., & Manske, S. R. (2010). Energy expenditure while playing active and inactive video games. American Journal of Health Behavior, 34(1), 31-35.
Mellecker, R. R., Lanningham-Foster, L., Levine, J. A., & McManus, A. M. (2010). Energy intake during activity enhanced video game play. Appetite, 55(2), 343-347.
Wan, K. W. (2008). Exercise is revolting. The Journal of the Royal Society for the Promotion of Health, 128(1), 12-14.
Jenson, J., & De Castell, S. (2008). Get up and play!: From simulation to imitation in digital games. Education Canada, 48(2), 40-44.
Yang, S. P., Smith, B. K., & Graham, G. M. (2008). Healthy video gaming: Oxymoron or possibility? Innovate: Journal of Online Education, 4(4).
Exner, A. (2010). Impact of cooperative versus competitive exergame play on overweight and obese adolescents’ physical, socio-emotional, and cognitive health. Dissertation Abstracts International, 72(2), 1-84.
Goran, M. I., & Reynolds, K. (2005). Interactive multimedia for promoting physical activity (IMPACT) in children. Obesity Research, 13(4), 762-771.
Studenski, S. A., Perera, S., Keller, V., Spadola-Bogard, J., & Garcia, J. (2010). Interactive video dance games for healthy older adults. Journal of Nutrition, Health & Aging, 14(10), 850-852.
Hoysniemi, J. (2006). International survey on the Dance Dance Revolution game. Computers in Entertainment, 4(2).
Peng, W., Lih, J.H., & Crouse, J. (2011). Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games. Cyberpsychology, Behavior, and Social Networking, 14(11), 681-688.
Price, S., & Rogers, Y. (2004). Let's get physical: The learning benefits of interacting in digitally augmented physical spaces. Computers and Education, 43(1-2), 137-151.
Schneider, M., Dunton, G. F., & Cooper, D. M. (2007). Media use and obesity in adolescent females. Obesity, 15(9), 2338-2335.
Stroud, L. C., Amonette, W. E., & Dupler, T. L. (2010). Metabolic responses of upper-body accelerometer-controlled video games in adults. Applied Physiology, Nutrition, and Metabolism, 35(5), 643-649.
Worley, J. R., Rogers, S. N., & Kraemer, R. R. (2011). Metabolic responses to Wii Fit video games at different game levels. Journal of Strength and Conditioning Research, 25(3), 689-693.
Miyachi, M., Yamamoto, K., Ohkawara, K., & Tanaka, S. (2010). METs in adults while playing active video games: A metabolic chamber study. Medicine and Science in Sports and Exercise, 42(6), 1149-1153.
Staiano, A. E., Abraham, A. A., & Calvert, S. L. (2012). Motivating effects of cooperative exergame play for overweight and obese adolescents. Journal of Diabetes Science and Technology, 6(4), 812-819.
Penko, A. L., & Barkley, J. E. (2010). Motivation and physiologic responses of playing a physically interactive video game relative to a sedentary alternative in children. Annals of Behavioral Medicine, 39(2), 162-169.
Fujiki, Y., Kazakos, K., Puri, C., Buddharaju, P., Pavlidis, I., & Levine, J. (2008). Neat-o-games: Blending physical activity and fun in the daily routine. ACM Computers in Entertainment, 6(2), 1-22.
Roemmich, J. N., Gurgol, C. M., & Epstein, L. H. (2004). Open-loop feedback increases physical activity of youth. Medicine and Science in Sports and Exercise, 36(4), 668-673.
Goudarzi, V., & Tomic, S. (2006). PEDdo: Steps to a healthy lifestyle. In CHI '06 Extended Abstracts on Human Factors in Computing Systems (Montréal, Québec, Canada, April 22 - 27, 2006). CHI '06. New York, NY: ACM.
Segal, K. R., & Dietz, W. H. (1991). Physiologic responses to playing a video game. American Journal of Diseases of Children, 145(9), 1034-1036.
Graf, D. L., Pratt, L. V., Hester, C. N., & Short, K. R. (2009). Playing active video games increases energy expenditure in children. Pediatrics, 124(2), 534-540.
Brown, D. (2006). Playing to win: Video games and the fight against obesity. Journal of the American Dietetic Association, 106(2), 188-189.
Sallis, J. F. (2011). Potential vs actual benefits of exergames. Archives of Pediatrics & Adolescent Medicine, 165(7), 667-669.
Rhodes, R. E., Warburton, D. E., & Bredin, S. S. (2009). Predicting the effect of interactive video bikes on exercise adherence: An efficacy trial. Psychology, Health & Medicine, 14(6), 631-640.
Marshall, A. L., Leslie, E. R., Bauman, A. E., Marcus, B. H., & Owen, N. (2003). Print versus website physical activity programs: A randomized trial. American Journal of Preventive Medicine, 25(2), 88-94.
Rey-Lopez, L. P., Vicente-Rodriguez, G., Biosca, M., & Moreno, L. A. (2007). Sedentary behaviour and obesity development in children and adolescents. Nutrition, Metabolism, and Cardiovascular Diseases, 18(3), 242-251.
Haddock, B. L., Siegel, S. R., & Wikin, L. D. (2009). The addition of a video game to stationary cycling: The impact on energy expenditure in overweight children. Open Sports Science, 2, 42-46.
Graves, L. E., Ridgers, N. D., & Stratton, G. (2008). The contribution of upper limb and total body movement to adolescents' energy expenditure whilst playing Nintendo Wii. European Journal of Applied Physiology, 104(4), 617-623.
Graves, L., Ridgers, N. D., Atkinson, G., & Stratton, G. (2010). The effect of active video gaming on children’s physical activity, behavior preferences and body composition. Pediatric Exercise Science, 22(4), 535-546.
Fogel, V. A., Miltenberger, R. G., Graves, R., & Koehler, S. (2010). The effects of exergaming on physical activity among inactive students in a physical education classroom. Journal of Applied Behavioral Analysis, 43(4), 591-600.
Mellecker, R. R., McManus, A. M., Lanningham-Foster, L. M., & Levine, J. A. (2009). The feasibility of ambulatory screen time in children. International Journal of Pediatric Obesity, 4(2), 106-111.
Chin A Paw, M. J., Jacobs, W. M., Vaessen, E. P., Titze, S., & van Mechelen, W. (2008). The motivation of children to play an active video game. Journal of Sports Science and Medicine, 11(2), 163-166.
Staiano, A.E. & Calvert, S. L. (2011). The promise of exergames as tools to measure physical health. Entertainment Computing, 2(1), 17-21.
Chen, M. Y., Liou, Y. M., & Wu, J. Y. (2008). The relationship between TV/ computer time and adolescents' health-promoting behavior: A secondary data analysis. Journal of Nursing Research, 16(1), 75-85.
Rand, D., Kizony, R., & Weiss, P. T. (2008). The Sony Playstation II EyeToy: Low-cost virtual reality for use in rehabilitation. Journal of Neurologic Physical Therapy, 32(4), 155-163.
Sonneville, K. R., & Gortmaker, S. L. (2008). Total energy intake, adolescent discretionary behaviors and the energy gap. International Journal of Obesity, 32(S6), S19-S27.
Johnston, J. D., Massey, A. P., & Marker-Hoffman R. L. (2012). Using an alternate reality game to increase physical activity and decrease obesity risk of college students. Journal of Diabetes Science and Technology, 6(4), 828-838.
Hoysniemi, J., Hamalainen, P., & Turkki, L. (2003). Using peer tutoring in evaluating the usability of a physically interactive computer game with children. Interacting with Computers, 15(2), 203-225.
Ridley, K. & Olds, T. (2001). Video center games: Energy cost and children's behaviors. Pediatric Exercise Science, 13(4), 413-421.
Ahtinen, A. (2008). Wellness applications - UI design to support long-term usage motivation. In CHI '08 Extended Abstracts on Human Factors in Computing Systems (Florence, Italy, April 05 - 10, 2008). CHI '08. New York, NY: ACM.
Adams, J., & White, M. (2005). Why don't stage-based activity promotion interventions work? Health Education Research, 20(2), 237-243.
Staiano, A. E. & Calvert, S. L. (2011). Wii tennis play as physical activity in low-income African American adolescents. CyberPsychology, 5.
A blog from Gamercize about the latest research studies and findings related to the effects of playing exergames. This blog offers information on the use of technology to combine video games and exercise for fitness purposes.
A blog dedicated to presenting and discussing recent news and information related to exergaming. Topics include trends, services, advancements, and prototypes.
Exergame Fitness offers a blog that discusses issues related to obesity, weight loss through exergaming, physical activity, virtual sports equipment, and more.
Exergaming Evangelist's Soapbox is the blog of a doctor, Dr. Ernie Medina, Jr.,who shares and discusses information about conferences,events, news, and products related to exergaming.
Fitspott is “a blog about the premier social networking platform for health and fitness.”
This blog discusses the benefits of using FootGaming products to achieve adequate amounts of daily physical activity. News, research, and articles about FootGaming are featured.
The Games-for-Health Discussion Listserv is an email discussion list for people interested in building health games.
"Generation FIT is the premier solution for integrating Technology, Games and Software that provide Movement, Fitness, and ExerLearning (R) throughout your school (grades 3-12)."
Healthy Gaming provides users with “daily news, tips and thoughts concerning health related video games.”
Humana Games for Health develops health-related games and offers recent news, research, and links to play games that provide physical and mental workouts.
RightHealth offers listings of web resources including blogs, forums, news, videos, and images about nutrition games.
Super Smart Games provides user-rated reviews and detailed descriptions of games judged to be healthy or educational for kids, teens, or adults. Visitors can search and find games based on category, platform, age group, and subject.
WordPress.com is a platform for user-generated blogs. This is a list of WordPress blogs dedicated to exergaming.
"The American Dietetic Association is the world's largest organization of food and nutrition professionals. ADA is committed to improving the nation's health and advancing the profession of dietetics through research, education and advocacy."
"Cybex International, Inc. is a leading manufacturer of premium exercise equipment for commercial and consumer use.
"EA Sports is a brand name used by Electronic Arts since 1989 to distribute games based on sports.
"Groundspeak's mission is to inspire outdoor play using location-based technology.
Developer of the game Inner G, "The International Food Information Council Foundation is dedicated to the mission of effectively communicating science-based information on health, food safety and nutrition for the public good."
"Nourish Interactive is your free one stop resource for fun nutrition games for kids, interactive nutrition tools and tips for parents and health educators to use to promote healthy living for the whole family."
"Pantometrics is the company that developed the Fitclub systems.One computer, and one touchscreen is needed for each cardio machine retrofitted with Fitclub.
"Playnormous is an online community for children ages 6 to 15, their parents, and teachers to play fun casual games for health."
"After becoming a ROX Fitness member, we will guide you through setting a S.M.A.R.T goal. S.M.A.R.T. stands for specific, measurable, attainable, realistic and time-bound.
The vision of SilverFit is to "strongly improve elderly and rehabilitation care on a worldwide scale through new products and training methods that enable elderly people to retain health and indepe
"SSD COMPANY LIMITED was founded in 1995 with a vision of bringing innovative or new-generation products into the world. In fact, our company name "Shinsedai" means "new generation" in English.
"There is no shortage of media displays in today’s health club world. We believe, however, that there is a great need for motivating audiovisual content.
"XKPad conceives innovative stand alone video game hardware accessories and interfaces. We also conceive game bundles including both an innovative accessory and a dedicated software."
Computer and Sport is an exhibition that provides visitors with an inside look into state-of-the-art developments in computer-based technology that are being implemented into the sporting world.






























































































































































































