Thursday, December 16, 2010
Wednesday, December 15, 2010
What makes Treasure World unique is its focus on mobile play through the wealth of Wi-Fi hotspots available around the world. The game contains more than 2,500 separate in-game items/treasure such as trees, flowers, candy, outfits, plants, etc., which are automatically unlocked as players access the more than 200 million Wi-Fi treasure spots worldwide that are registered within the game. Only a certain number of these items are accessible from a single Wi-Fi hotspot. This means that although the game can be played from a single location, players must take their DS with them wherever they go and access new Internet connections in order to continue to collect new items. Once players have a sufficient amount of items they can be used to decorate in-game environments.
Monday, November 29, 2010
In Germany they like to do things bigger and more dramatically. Take for example the recent launch of Kinect for Xbox. A huge interactive art installation using projection mapping was created especially for this event. Although they weren't playing any Kinect game, the idea is that you can play games by moving your body. Keep playing my friends!
Saturday, November 27, 2010
Here is another game trailer from Japan that looks intriguing and vaguely similar to Dance! It's Your Stage and Dance Central but of course since it is Wii you will have to hold the controllers. Once Nintendo comes out with a better camera than the Your Shape they too can go controller-less.
Is Playstation Move and Microsoft Kinect the newest motion gaming option? Not quite, Anthony Whitehead has been working in the exergaming space for some time and in 2007 presented his SNAP project (Sensor Networks for Active Play) and more recently revealed some of the data on how effective SNAP could be
Sensor Networks for Active Play (SNAP);
Anthony Whitehead, Hannah Johnston, Kaitlyn Fox, Nick Crampton, Joe Tuen
Anthony Whitehead, Nick Crampton, Kaitlyn Fox, & Hannah Johnston (2007). Sensor networks as video game input devices Proceedings of the 2007 conference on Future Play
Tuesday, November 23, 2010
"Fore!" is the word I shout the most whenever I play golf, as my dimpled-friend sliced dutifully and consistently away into the next fairway. If I only had a pair of the SensoGloves, I might have realized that I was gripping the club too hard and "strong". For about $90 you get a glove that is able to tell you grip pressure and feed you information via a tiny LED screen on the back of the sensored (not sequined) glove. Apparently it can even dissect which finger is exertion too much force. Will it help your swing? Well let's say not immediately, but at least you know how hard you're gripping. Grip and Rip!
Body and Brain Connection's Pac-Man minigame (Via Kotaku) looks to be the Xbox 360 Kinect's newest hand-eye coordination game and it's an off-take of Pac-Man. Touch the fruit and stay away from the ghosts are the aims of the games and I could see some interesting motor learning experiments with this mini-game. It does also remind me of XaviX's Eye/Hand game.
Friday, November 19, 2010
Kyle Ward and Chris Foy have kept to their word and continued to forge new ways to move, play and game. Their latest venture is a company called Step Evolution (http://www.stepevolution.com) and their new game (ReRave) is a multi-sensored floor pad that goes beyond the four-arrowed (or five) directional dance exergame genre. From what looks to be in essence the largest touch-pad in the world, the gaming options for the lower-body will enormous and to me revolutionary. As we get more glimpses into this new sensor and software, we'll keep you updated. Knowing these two trailblazer, it will be awesome. Keep up the great work guys!
On a side note, I would love to see if they could incorporate fitness games/modes like another product that has yet to see the spotlight. If you're interested in knowing what product I'm referring to, please contact me and I'll point you in the right direction ( exergamelab @ gmail dot com).
Thursday, November 18, 2010
Friday, October 8, 2010
Monday, September 6, 2010
The Exergame Network (TEN) has created a next generation rating system which is ready for world wide release. TEN’s ratings system evaluates the holistic experience of an exergame in it’s Exergaming Experience Rating System (EERS)
The peer-reviewed EERS results have been compiled by a panel of world renowned exergaming experts. The system used to rate the exergame experience has taken a collaboration of over 12 months, driven by the previous lack of real world consumer information into the genre.
Exergames are not only scored on exercise and game play, including the physical interface between the two, but also on the interaction of seven further attributes including sustainability and intervention capacity. Six popular video games with an exercise component have been scored in the first results, including Wii Fit, Dance Dance Revolution (DDR), Eyetoy Kinetic, Wii Sports, EA Sports Active and Rockband.
"With so many different games available on the market, a rating system for exergames like the EERS by TEN, is a welcome tool for healthcare practitioners trying to help their patients make the most appropriate choices for their families." says TEN contributor Dr Ernie Medina of MedPlay Technologies LLC.
The highest rated exergame, so far, is Dance Dance Revolution (DDR), which scored 63% with the popular Wii Fit making a mid-table position with 57%. TEN has a resource of over 40 exergames listed that will be peer-reviewed and rated over the next 12 months.
"The EERS results compliment the research work being done in the Exergame Lab at SUNY Cortland. While there is no substitute for scientific research in PE, the thorough rating system is extremely useful to consumers when looking at which product to purchase." says TEN contributor and exergame expert Stephen Yang.
The full Ratings table can be viewed at the TEN Blogsite http://exergamenetwork.blogspot.com/p/exergame-experience-rating-system.html and the resource of exergames at http://exergamenetwork.blogspot.com/p/exergame-products.html The Exergame Network can be joined or contacted via LinkedIn, Facebook, Wiki, Twitter or by email at email@example.com
Thursday, September 2, 2010
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Tuesday, August 31, 2010
Dance - It's Your Stage promo
Uploaded by exergamelab. - Discover more gaming videos.
- 20 different dance routines that may incorporate the upper-body as well as lower (competency)
- 8 dance stages to choose from (autonomy)
- Design your the look of your own avatar (autonomy)
- Play with your friends (relatedness). Thinking about having one player use her DS, another on a laptop and another on a dance pad or Fit Board is fascinating and may be they first truly multiplayer - multimodal exergame (MME)
- Hip-hop, rock, and reggae dance routines (autonomy)
- Improved play moves your dance status from street performer all the way to star stage performer (presumably baking up Justin Bieber or Lady GaGa.)
- The training mode looks to be useful way to help players learn the dance moves. (competency)
- The arrows seem awfully small, even with a big screen tv, and off to one side.
- When you miss a step or move your instantaneous feedback (competency) is "Yuck!" From the many discussions we've had with youth, they don't like these judgments being displayed after each error.
- At the end of a failed routine, your avatar will go into a disappointed forward slouch.
- The arrows are confusing for me as I'm used to playing DDR, and iDANCE but I assume the reason they are done that way to avoid legal trouble from Konami and their IP patents.
- To integrate heart-rate monitors into any game and have extra points for being in your target heart rate zone
- You could customize the amount and type of feedback given instantly and summative.
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Tuesday, August 24, 2010
- The controls you use, in turn changes the chair's position, which in turns changes how you are positioned in the chair.
- Seated positions require you to actively resist (initially) large movements (front to back, or side to side).
- Most muscle contractions, once placed in a non-neutral position, would primarily be isometric (trunk muscles).
- Self-righting reflex and vestibular responses are also initiated by the changing seat positions.
- Makes you feel more "immersed" in the game, at least according to the people in the videos. Of course playing on such large screens can also have the same effect.
- DEFINITELY NOT FULL MOTION GAMING
- You are NOT controlling your character's playing position.
- You are passively moved into different seated positions. Your conscious movements have no impact on game play
What do you SEEE?
Spectrum of Exergaming Energy Expenditure (SEEE) --- graphic to follow ---
Gyroxus is the ultimate full-motion video game chair. It is easy to set up and fully adjustable for game players of all shapes and sizes. The smooth gliding controls allow you to become fully immersed in the game as your body controls each movement. Take gaming to a whole new level • Full motion game experience • Feel the movement / put yourself in the game Easy to use • Sets up in minutes • No tools required • Intuitive interface Plug-n-Play • No drivers to install • Supports game controller and keyboard
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Saturday, August 21, 2010
The CDC estimates 1.6-3.2 million concussions occur yearly in sports and other recreational activities. A concussion can happen in any sport, and it is important to quickly recognize and treat the injury. Unfortunately, this does not always occur, and athletes are at risk for complications.
- Exercise (cardiovascular, strength, balance, flexibility)
- Rehabilitation with appropriate baseline info (cardiovascular, strength, balance, flexibility)
- Cognitive training
- Mobile Games
- Electronic Health Records
- Psychological Disorders / Learning Disabilities
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- You: Sports concussions researchers turn to video games for help (washingtonpost.com)
- Trump Hotels Hawk Training Sessions on Wii Fit [Oddities] (kotaku.com)
- Wii Fit used to diagnose football-related concussions (joystiq.com)
Wednesday, August 18, 2010
- Controller-free for full-body interaction
- Power-up by using voice recognition
- Lower-body with upper-body movements (expends more energy with lower-body typically)
- 10 characters to choose from
- 70 different strikes in 21 different environments
- Multiplayer (2, 4 or more?)
- Not suitable for school settings (violence and character)
- No female characters
- Not suitable for large groups
- How will the calibration effect leg kicks to the head of the opponents or jumps?
- It would be great to see heart-rate monitoring integrated as we've typically seen boxing games elicit some of the higher levels of physical activity intensities. Will the exertion required to play be sustainable throughout the single game or life-play of the entire game.
- Would love to see an assessment of self-perceived exertion level after each game or session. That I think can wait for one of our research studies. Any students ready to take this one on?
In order to execute 'super strikes' you 'need to shout while unleashing your strike,' says Project Manager Luc Verdier....and it sounds very reminiscent of Kick Ass Kung Fu "power ups" which is now Kung Fu LIVE for PS3. Actually I'm not sure if that feature was kept or not. With the microphones on PS3 Eye and Xbox Kinect at least the hardware is available. Seeing the POV game footage also reminds me of two PS2 titles that never made it big, Gametrak's Darkwind and EyeToy Kinectic Combat (hmm any trademark litigation going on over the work Kinect vs Kinetic?)
- if you could talk your way to an easier or harder fight/fighter/place
- if you could trash talk your opponent to doing something they're not used to doing thus putting you at an advantage - some cool AI for you programmers out there. Kind of like the Coaching mode or campaign modes in other games.
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- A new gaming experience lies ahead (canada.com)