Experts Rate “Exergames” for Consumers
Exergaming (Active Gaming) combines video games and exercise to provide a physically challenging but enjoyable experience. Traditionally, laboratory tests have been used to determine exertion levels and mainstream journalists review and rate a game’s game-play. 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) TEN is a non-affliated, non-profit Games for Health exergaming advocacy. Its website portal...
read moreExergaming as a P.E. Solution
By Dan Lawler, originally released on the Exergame Fitness blog 02/06/10 Thinking on the Move What all school administrators are facing today is an increased demand for higher test scores, often times at the expense of reducing physical education or the amount of recess time elementary students receive each day. As a principal for over 30 years, I have to say that I certainly was victim to that pressure until I realized that the approach was fundamentally flawed. We, as educational leaders, have moved too far away from the thought of a sound body and sound mind....
read moreGames for Health Conference Boston 2010
Original post by gamercize on 25 May TEN website In Boston this week, the annual Games for Health conference takes place. This is perhaps the premiere event fortheGames4Health fraternity and a time to highlight the solutions offered by Exergaming in the health, fitness, educationand rehabilitation sectors. If you are a member of The Exergame Network’s (TEN) Website, Skype calls, Wiki, LinkedIn or Facebook collaboration groups then here’s a chance to meet outside the virtual world! Talking of Virtual Worlds, the 25th (traditionally known as pre-conference day) has both...
read moreSerious money in Serious Gaming
The South Korean government has pledged to invest 80 billion Won (US$63m) into the nation’s growing serious games market – http://bit.ly/fPN0v “The government expects these investments will catalyse the nation’s Serious Games sector growth to reach a market value of $400 million by 2012.” The South Korean government and associated partners are to be applauded for the foresight. The market in Serious Gaming, Gaming for Health and Exergaming seems patently obvious, I hope the Australian government is being approached by lobby groups and can take some inspiration...
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