|
Socially beneficial playing, which combines doing, pleasure and benefit is a growing trend. The next step in the development is physical exercise games that utilise wireless technology.
VTT, which produces technology and research services, did research in its Exergame project into the use of mobile technologies in physical exercise games. The project concentrated on utilising information gathered from everyday physical movement.
The consumer research included in the project showed that physical exercise and digital playing are not mutually exclusive; young people’s lives are active in a wide number of ways. Playing by young people is motivated by the sociability, mobility, experiencing and leaving their own mark.
"In utilitarian games information is concealed in a meaningful manner of expression. Physical exercise games can motivate those who are not interested in physical exercise in its traditional form,” says researcher Sonja Kangas at VTT.
Of the other target groups studied, the seniors (ages 66-75) caused surprise with their activeness. Their motivation is increased mainly by filling in time and loneliness.
Breakthrough on the horizon
As the name implies, socially beneficial games refer to a combination of doing, pleasure and benefit. They activate learning and communication as well as physical movement.
VTT believes that a commercial breakthrough in mobile games that utilize physical activeness and environmental information will take place within five years.
The main products at this moment include dance games, which are played by more than two million enthusiasts around the world. Next in line for the consumer will be games that exploit wireless technology.
The Exergame project developed two mobile-phone prototypes: Fitness Adventure, a mobile orienteering game that uses geographical information, and Figuremeter, which combines physical conditioning with network communities.


>>
www.vtt.fi
|