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Play To Get Fit -- New Concept |
submitted: 07/05/07 2:10pm
Associated Press
LAS VEGAS -- Consumer electronics companies commonly cater to
couch potatoes by pitching bigger television sets, more
mesmerizing video games and remote controls that can place
online orders for pizza. But a small cadre of entrepreneurs at
the world's largest technology exposition hope their gizmos make
you work up a sweat.
Company executives insist that "exergaming" or "exertainment" --
the marriage of physical exercise and video gaming -- is
becoming a hot new niche, and the most bullish aficionados say
it might even help reduce the nation's obesity epidemic.
The four-day International Consumer Electronics Show, which
ended Sunday, sponsored its first-ever Cardio PlayZone section
for fitness-themed companies.
The PlayZone was tucked into a back corner of a tent outside the
main convention center, far from the gargantuan exhibits by
Samsung, Sony, Panasonic and other popular brands.
Although scents reminiscent of a gym sometimes wafted out of the
zone, the jam-packed area was popular with retailers and
analysts. Six exhibitors -- many startups new to CES -- showed
off digital putting greens, optical sensors in miniature dance
floors, biofeedback devices and cutting-edge workout
contraptions.
One race car simulation contraption -- Kilowatt Sport from
Laurel, Maryland startup Powergrid Fitness -- looked similar to
a NordicTrack cross-country ski machine hooked up to a
wide-screen plasma television. Moving the hand controls while
trying to stand up straight on the $800 machine requires
extensive flexing of the muscles in the arms, back, abdominal
area and thighs.
But most of the PlayZone devices, often played on PlayStations
and Xboxes, didn't feel like exercise at all -- exactly what
many exertainment companies like to hear.
"The most common question I get is, 'How is this exercise? I
just don't see how this is a workout,'" said Abigail Whitting,
customer support manager for Kilowatt, which won a CES
innovation award. "But it will tone you. It is a workout."
Some exertainment executives say their gizmos can help trim the
nation's expanding waistlines -- especially among children, who
might be tricked into working out if they think they're merely
playing a video game.
According to the Centers for Disease Control and Prevention, 16
percent of boys and 14.5 percent of girls ages 6 to 11 were
obese in 1999 and 2000, the latest years studied. That compares
with 4.3 percent of boys and 3.6 percent of girls from 1971 to
1974. A sedentary lifestyle was a big contributor to the
increase, the CDC said.
"If anything can get your kids off the couch, this is it," said
Shawn Clement, North American sales manager for Electric-Spin,
the Canadian maker of the $250 Golf LaunchPad. "The whole idea
is to get physical, not get lazy."
LaunchPad includes a small putting green with optical sensors
within the turf and a tethered, regulation-weight ball that
players knock off a standard tee. Players use their own clubs.
Its software has a swing analysis to measure the ball's speed,
curve path and other statistics based on the club's trajectory.
Serious players may disconnect the tether and use a real ball at
an outdoor course, then get real-time analysis of each swing
from a laptop computer.
"This is a great way to promote activity," Clement said. "It's
not just your average video game."
But medical experts are skeptical. Although they applaud
manufacturers for getting people off the couch, they caution
against relying on technology alone to slim and tone the record
number of out-of-shape Americans. They say individuals,
communities, private industry and governments should work
together to tackle the problem.
"These video games are certainly helpful but they're not going
to solve the obesity epidemic because it's simply too
overwhelming," said Frank Hu, a professor of nutrition and
epidemiology at Harvard.
Hu authored a study published last month of 116,500 women,
finding that people who were physically active but obese were
almost twice as likely to die as those who were both active and
lean. The Harvard report contradicted a popular notion that
exercise alone -- regardless of weight or diet -- is enough to
maintain a healthy lifestyle.
But experts' pessimism didn't dampen enthusiasm of Jason Enos,
product manager for Konami Digital Entertainment, who soaked
through his T-shirt after hours of demonstrating his company's
smash hit, Dance Dance Revolution. Players tap their feet to the
correct circle on a floor pad, based on cues on the screen.
Advanced levels require fancy footwork, but players work up a
sweat even on the easiest level. Players may enter height and
weight to determine calories burned per minute, and they may
compete against 15 other people worldwide.
Since December 2003, the Japanese company has sold more than 2
million copies of the game -- a teen phenomenon at Japanese and
American arcades in the early '90s -- for Sony's PlayStation
systems. The software and plastic floor mat sell for $60.
"It's definitely a workout, and it's not nearly as boring as a
stationary bike," said Enos, wiping sweat from his brow. "It
breaks the mold of the passive video game genre." |