DocumentCode
1184678
Title
Physical fitness in virtual worlds
Author
Smith, Brian K.
Author_Institution
Pennsylvania State Univ., University Park, PA, USA
Volume
38
Issue
10
fYear
2005
Firstpage
101
Lastpage
103
Abstract
Academic studies and news reports have suggested that the increasing number of obese youth derive at least partially from television viewing and video game use. In particular, the couch potato hypothesis suggests that watching television and playing video games consume time that could be spent engaging in physical activities. This hypothesis assumes that video gamers pursue their hobby by pressing buttons and moving joysticks while occupying comfortable chairs placed in front of large video screens. An accurate stereotype until recently, this form of gaming is being supplanted by a new generation of games and controllers that entice players to become more physically active. Low-cost cameras and advanced video processing algorithms let video games be controlled by bodily movements, while touch-sensitive floor sensors let players dance in virtual spaces. The article looks briefly at some of these new generation games including: Dance Dance Revolution; and GameBike.
Keywords
computer games; entertainment; virtual reality; Dance Dance Revolution; GameBike; entertainment computing; video games; virtual world; Arm; Bicycles; Biomedical monitoring; Biosensors; Blood; Diabetes; Games; Heart rate; Mirrors; Physics computing; Entertainment computing; Games; Human-computer interaction; Video games; Virtual worlds;
fLanguage
English
Journal_Title
Computer
Publisher
ieee
ISSN
0018-9162
Type
jour
DOI
10.1109/MC.2005.348
Filename
1516067
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