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Michelle Obama aims to end child obesity in a generation
Feb 9th
As part of first lady Michelle Obama’s Let’s Move campaign to fight childhood obesity, the American Academy of Pediatrics is encouraging its members to check the body mass index, a number that takes into account height and weight, of all children at every checkup. Children and parents also will get a prescription for healthy, active living that they can discuss with their doctors.
WHAT NEEDS TO BE DONE?
Several top nutrition and fitness experts offer their ideas for changes that need to be made to combat childhood obesity:
Clean up school food. “School food is the hottest area being addressed around childhood obesity,” says Margo Wootan, director of nutrition policy for the Center for Science in the Public Interest. “What is served at school is important not only because of the direct impact on children’s diets, but also for the message that it sends children about healthy eating. If schools are selling all sorts of unhealthy foods, it’s telling children it’s OK to eat those foods whenever they want as opposed to teaching them that candy bars and soda pop are treats to be eaten occasionally.”
Offer healthier foods in school vending machines. “Thankfully there are a lot of schools that have switched to healthy vending, but it’s important that we have nutritional standards for all foods served throughout the school,” says Diane Pratt-Heavner, spokesperson for the School Nutrition Association, which represents professionals who prepare, serve and plan school meals.
Stop junk food advertising to kids. “I love what the White House is doing, and in addition it will be important to tackle the powerful and pernicious influence of food marketing directed at children,” says Kelly Brownell, director of the Rudd Center for Food Policy and Obesity at Yale University.
Give kids more physical activity at school. “We know kids need at least an hour a day of physical activity, and we should design the school day including before and after school time to ensure that happens,” says Charlene Burgeson, executive director of the National Association for Sport and Physical Education.
Change communities. We need a policy that “mandates that every time a building permit is issued, the developer/contractor must include green space for parks, playgrounds and community gardens, sidewalks and bike trails, and areas for markets that feature local produce,” says Melinda Sothern, director of pediatric obesity research at Louisiana State University Health Sciences Center in New Orleans. “This would change the face of America and the size of its youth.”
Her daughters were 6 and 9, and Michelle Obama was like any other working mom — struggling to juggle office hours, school pick-ups and mealtimes. By the end of the day, she was often too tired to make dinner, so she did what was easy: She ordered takeout or went to the drive-through. She thought the girls were eating reasonably well — until her pediatrician in Chicago told her he didn’t like the weight fluctuations he was seeing.
“I was shocked because my kids looked perfectly fine to me,” Obama says. “But I had a wake-up call.” Like many parents, however,
“I didn’t know what to do.”Today, the self-described “mom in chief” is launching Let’s Move, a campaign to help other parents deal with a national health crisis she describes in epic terms.
The goal: to eliminate childhood obesity in a generation.
“It’s an ambitious goal, but we don’t have time to wait,” the first lady said in an interview with USA TODAY in her spacious office in the East Wing of the White House. “We’ve got to stop citing statistics and wringing our hands and feeling guilty, and get going on this issue.” … [read full article here]
By Mimi Hall and Nanci Hellmich, USA TODAY
NeuroActive Science Promotes Healthy Body and Mind: The BrainBike
Jan 20th
Brain fitness is one of the fastest growing industries in North America whose value reached $265 million in 2008, according to industry market research leader SharpBrains. Neuroscience research has demonstrated that like your muscles, your brain can grow stronger and more agile through proper training and regular activity. Canadian-based Brain Center International (BCI) is making waves in the field by helping thousands of customers improve their brain performance each year.
BCI is the maker of NeuroActive Program, a brain training software which targets 16 specific brain functions. Unlike entertainment titles which claim to help your brain, BCI prides itself on its science-based, clinically-validated software. Through twenty-two different exercises users train a range of skills including various memory and visual-spatial functions, processing speed, selective attention and behaviour modification. More…
In an interview with Game Forward, BCI President and CEO Dr. Stephane Bergeron said that clinical trials of NeuroActive Program have shown average improvements of 20 percent in working memory and brain processing speed.
“The best example I can give is of myself,” said Dr. Bergeron. “I have a lot of trouble with facial memory, remembering names and faces. It’s difficult to see your neighbour down the street and not remember their name. Training with NeuroActive Program helped me improve this skill and made an impossible task possible.”
In fact, Dr. Bergeron adds, memory and especially that of names and faces—known as “social memory”—is the area with which people have the most trouble as cognitive decline sets in. But unlike previously believed, the mild cognitive decline that comes with age is not permanent and is reversible with proper training.
“While most people are now aware of the importance of physical fitness, they only start to pay attention to brain fitness when they notice this deterioration, around the age of 45 or 50,” says Dr. Bergeron. “Brain training at this time can completely reverse these effects.”
Research shows that those who perform these types of mental exercises experience less cognitive decline, slow it down and are less likely to suffer from dementia. The Advanced Cognitive Training for Independent and Vital Elderly (ACTIVE) research project funded by the National Institutes of Health found that in addition to maintaining high levels of brain activity in seniors, brain training can also slow the onset of Alzheimer’s. The disease is no longer thought to be exclusively tied to heredity but rather mainly attributed to a lack of physical exercise and mental stimulation.
But Dr. Bergeron emphasises that brain training can be helpful at any point in life, including with children. “If you do it while you are still in school you will benefit and make learning easier. Similarly, some businesses use this type of training to boost productivity and improve the performance of their employees.”
Game Forward had the opportunity to test out NeuroActive Program Complete Brain Training, the 2010 version of the all-in-one BCI training software. In this version, the exercises mainly take the form of short 2D graphic games, in which players need to rapidly click, reacting to various audio-visual stimuli or performing a given task in a limited time. Scheduled once every two days, each training session contains four exercises taking about 20 minutes to complete. The software allows up to three user profiles and also offers one guest profile.
A typical training session might look like this: in The Convenience Store, pick out rightly priced items adding up to the bill total; in Clearance Sale, select discounted red tags before they disappear; in The Library, appropriately group diagrams which evoke a similar theme; in The Rehearsal, select the shorter between two flashes of light or musical notes played.
Unlike some other serious brain training software, NeuroActive Program does not use baseline assessment as a snapshot of a user’s cognitive profile. Instead, the software builds a personalized training program by selecting exercises and their difficulty according to the user’s age, gender and education level.
“These parameters are then adjusted during the training, with dynamic difficulty settings that reflect your current abilities at that time—because brain abilities change several times a day,” said Dr. Bergeron. It is for that reason that he rejects the use of baseline assessments. They do not necessarily provide a reliable starting point because this snapshot does not offer a full picture of someone’s abilities, he explains.
When trying to remember a sequence of faces, or a telephone number backwards, you can really feel your mind working. These focused tasks noticeably stimulate certain brains functions leading to recognizable progress. After completing an exercise, users receive a score which they can compare to the average of their reference group.
Between scheduled sessions, players can use the custom training portion of the software to practice every exercise at any difficulty setting to further push themselves. This section is highly informative, providing details about each exercise such as the cognitive skills being used, examples of how these skills are applied in daily life and which regions of the brain these tasks activate.
Training with brain fitness software like NeuroActive Program helps build what is known as your cognitive reserve—your brain’s ability to resist and adapt to deterioration of the nervous system. By developing and strengthening neural pathways and synapses brain training exercises keep them young and healthy, and prevent them from failing.
However, when it comes to an active brain, an active body is more important than some would believe. Physical activity plays a direct role on brain power. As exercise increases your blood flow, the brain receives more oxygen and nutrients. It is with that concept in mind that BCI created the NeuroActive BrainBike, produced and distributed in collaboration with Exergame Fitness USA and MotionFitness.
The BrainBike is a stationary bike augmented with all-in-one computer on which the NeuroActive Program software is used. Available for commercial or residential use, the BrainBike includes a heart-rate monitor and a blue backlit super-twisted nematic (STN) display, which is said to offer a viewing angle of up to 270 degrees and the most comfortable visual colour combination to the human eye. To ensure that users remain active, a special mechanism designed by Gamercize forces users to pedal in order to activate the system’s wireless mouse.
The Gamercize technology “is more commonly seen with our under desk stepper to turn home and office computer time into active time. The patented principle is keep moving yourself to keep your inputs alive,” explains Richard Coshott, CEO of Gamercize. “We’ve seen great success with the low level of exercise on work productivity from (the interface), so I know the combination of moving body to speed the brain works!”
Making physical training incidental to the main activity is important because it improves conditioning in a subtle way, believes Coshott. “The stealth approach of Gamercize means you’re much more likely to have a lower perception of the effort you are expending, which in turn makes the exercise sustainable. The BrainBike gives the same experience.”
BCI struck a new distribution deal for BrainBike in the United States in December 2009. But the device is already found in two Florida fitness centres, in several Canadian gyms, as well as in a growing number of schools.
The concept is lauded by Phil Lawler, a retired gym teacher and now Director of Instruction and Outreach for PE4Life. With his help, the Naperville, Illinois school district boasts one of the most advanced physical education programs in the world which has trained schools in 40 states and hosted observers from ten foreign countries. There students experience what is dubbed “learning readiness PE” which focuses on health and fitness rather than sports.
Based on research outlining the impact of movement on the brain, classrooms are filled with stability balls, podiums, balance boards and stationary bikes rather than chairs and desks, all to improve students’ blood flow to the brain while learning. “In today’s schools, where [physical education] is sometimes taken out to favour academic, sit-down courses, students have less oxygen going to their brains, limiting their comprehension and recalling capacities,” explains Lawler.
To the teacher, the NeuroActive BrainBike is a promising tool which could find a welcome home in more American schools. Lawler is currently looking for funding to upgrade the schools’ stationary bikes with BrainBikes. Students in Wellington, Florida are some of the rare few who already have a BrainBike in their school. “It’s definitely shown a positive impact in my class,” said Kim Murray, a teacher at Panther Run Elementary School.
Tommy Seilheimer, Vice-President of Exergame Fitness USA, explains that there are significant benefits to the BrainBike which schools should consider. Using the device prepares and stimulates the brain for learning and training, counter-balancing regular classes in which kids sit all day and become drowsy. Students that use the BrainBike get so deep in thought that they forget that they are exercising, making it a fun way to get active. And not only do kids feel better physically but they also develop new social interactions. For example, most kids will circle one player and work in teams to answer questions, making it more than a one person workout.
In the future, Phil Lawler wishes to see BrainBikes in the back of every classroom for students to use when they need to stimulate their brains. One day he hopes schools might even offer BrainBikes with targeted exercises designed specifically for a subject area, like science, social studies, or reading software.
As we speak, the marketing opportunities for this type of tool are rapidly growing. “We’re looking at getting the BrainBikes into gyms,” said Seilheimer. “Instead of running with an iPod on or while watching television, some people might be interested in working their mind as well, wanting to focus and learn.”
As more people learn about the benefits of brain training as well as the intricate link between physical and mental fitness, Seilheimer expects to see the NeuroActive BrainBike steadily gain in popularity. In the meantime, BCI is developing a new software series, soon to be released, which will address specific sets of key functions for targeted training—further expanding its contribution to the brain fitness industry.
Written by Nathalie Caron
Game Forward
Features – Health & Fitness Games
Original Article Here
Blue Cross Blue Shield of Michigan Offers GRANT FUNDING for Elementary School Programs Focused on Reducing Childhood Obesity
Jan 20th
Building Healthy Communities grants available for physical activity and nutrition programs
DETROIT, Jan. 20 /PRNewswire/ — Childhood obesity in America is a major public health issue. Blue Cross Blue Shield, committed to building a healthier Michigan, is partnering with schools across the state to get kids moving and eating healthier. The Blues are accepting grant proposals from public and nonprofit private elementary schools in Michigan for programs that increase physical activity and improve nutrition among their student population. The grants are part of the Blues’ 2010-2011 Building Healthy Communities: Engaging Elementary Schools and their Community Partners program. Funding amounts are anticipated to range from $20,000 to $50,000 per school.
Proposed programs require four elements: health assessments, physical activity and nutrition education, a walking club and a 5K run or walk. Together, these elements are most successful in helping elementary students, staff and parents achieve healthier lifestyles, according to environmental assessments by the Blues’ Health Policy and Social Mission department.
The Blues prefer proposals that assure parent and community engagement, and schools proposing community partnerships have better chance of funding. The company encourages and supports collaborative approaches to obesity prevention and aims to build partnerships that continue past the grant period.
“Blue Cross is committed to building a healthier Michigan. By targeting childhood obesity, we believe we can positively impact behavior and healthy choices because lifestyle habits are formed at an early age. This will increase the likelihood of a healthier adult population, leading to improved quality of life and reduced health care costs,” explained Lynda Rossi, Blues vice president for Social Mission and Public Affairs.
Grant information and downloadable forms are available at bcbsm.com/buildhealth. Schools must submit an online notice of intent to apply for the grant by Feb. 12. The full grant proposal is due online by midnight on Sunday, March 14 and postmarked by Monday, March 15 by postal mail. Both forms of submission are required.
Blue Cross Blue Shield of Michigan has a unique mission that is different from other health insurance companies. The company is committed to focusing on reducing health care costs and improving quality, increasing access to health care coverage and services, and improving the health status of Michigan’s residents, particularly children.
Blue Cross Blue Shield of Michigan, a nonprofit organization, provides and administers health benefits to 4.7 million members residing in Michigan in addition to members of Michigan-headquartered groups who reside outside the state. The company offers a broad variety of plans including: Traditional Blue Cross Blue Shield; Blue Preferred®, Community Blue(SM) and Healthy Blue Incentives(SM) PPOs; Blue Care Network HMO; BCN Healthy Blue Living(SM); Flexible Blue(SM) plans compatible with health savings accounts; Medicare Advantage; Part D Prescription Drug plans, and MyBlue(SM) products in the under-age-65 individual market. BCBSM also offers dental, vision and hearing plans. Blue Cross Blue Shield of Michigan and Blue Care Network are nonprofit corporations and independent licensees of the Blue Cross and Blue Shield Association. For more company information, visit bcbsm.com.
SOURCE Blue Cross Blue Shield of Michigan
The NeuroActive BrainBike Emerges to helping seniors with Brain Function
Jan 8th
Cognitive Function:
Although the collective scientific analysis of the concept of “brain fitness” — which contends that regular mental exercise leads to better long-term mental health — can be inconclusive, numerous manufacturers are embracing the concept by integrating physical fitness machines with mental exercise components. “Some older-adult and dementia researchers are realizing that cognitive function activities such as crossword puzzles, Sudoku or regular reading can have a positive impact on maintaining neurons,” says McCall. “The thinking is, if you don’t use your brain on a regular basis, like any muscle, it will atrophy.”
To that end, makers of brain fitness programs have teamed up with makers of exercise equipment – “The NeuroActive BrainBike” to embrace the mind-body connection. One recumbent bike product, for example, offers users 22 mental exercises — such as memory of names and faces, arithmetic and visual-spatial skills — designed to stimulate different parts of the brain. Users navigate the exercises with a wireless mouse, pedaling all the while.
“When you look at the research, it shows that a huge issue on most older adults’ minds is losing their cognitive abilities, right behind losing their independence and health,” says Milner. “Those do go hand in hand.”
McCall cautions facility operators to remember that equipment selection is only one aspect of attracting older adult populations. “They want the equipment to feel comfortable,” he says. “But just as important, they want to feel comfortable in the overall environment. Is the facility clean? Is the equipment in good condition? Are there people to answer questions? Is the music appropriate?”
All of those types of questions, agrees Milner, are important in assessing whether a fitness center is accommodating to older users. “Over the years, the 65-and-up market has been fairly flat — as have the rest of them, by the way,” Milner contends. “I would argue that part of the reason it’s flat is because we haven’t presented fitness and fitness equipment in a manner that resonates with enough of this audience.”
Athletic Business [read full article]
Obesity surpasses smoking as top health threat: U.S. study
Jan 6th
Obesity is now a bigger overall threat to people’s health than smoking, according to results of the longest ongoing health study of adults in the United States. Obesity is now a bigger overall threat to people’s health than smoking, according to results of the longest ongoing health study of adults in the United States.
Obesity causes as much or more disease than tobacco, says the study, conducted by researchers from Columbia University and the City College of New York. It adds that while smoking rates are starting to decline, obesity now shortens as many or even more healthy lifespans than tobacco use.
“Health impacts of obesity are, in many ways, much larger, than the health impacts of smoking,” said Dr. Arya Sharma, chairman for obesity research and management at the University of Alberta. “(Smoking) in the end, is limited to heart disease and cancer.”
The study, conducted over 15 years, was based on interviews with more than 3.5 million people and calculations of the number of “quality-adjusted life years” (QALYs) lost to obesity and smoking. Quality-adjusted life years are a measurement of the quality and quantity of a life lived, and assign higher scores to perfect or good health, and lower scores to illness, injury and death.
Between 1993 and 2008, smoking in American adults declined by 18.5 per cent, while the proportion of obese people increased by 85 per cent, the study says. Overall, smoking caused more deaths but obesity has a greater impact on illness, said the researchers. The results of the study support what doctors and researchers have been saying for many years in the U.S. and in Canada, said Sharma. There’s nothing to indicate the results of the study aren’t mirrored in the Canadian population, he said.
Obesity is a complex disease that can lead to diabetes, liver disease, heart disease, sleep apnea, joint replacement and other problems, said Sharma, who added that the effects of obesity are often treated, but not the obesity itself.
“It hits people at young ages now. We’re looking at an epidemic of childhood obesity,” Sharma said. “None of the prevention methods that are being implemented are showing any signs of working. To be effective, they would have to be pretty drastic.” A study presented in October at the Canadian Cardiovascular Congress in Edmonton said obesity, high blood pressure and high cholesterol are affecting Canadian teens at alarmingly high rates and are increasing over time.
Sharma said the study demonstrates that anti-smoking campaigns have been effective, but the same approach can’t necessarily be taken to combating obesity.
“The factors causing obesity are so entrenched in our Western lifestyle, from everything starting from how we build our cities and our food policies,” he said. “It’s not just about going out and eating healthy or exercising more. It is, in fact, very difficult for people to eat healthy and exercise more given the lifestyle that most of us currently have.”
Social stigma is no longer an excuse not to speak openly about the dangers of obesity, said Dr. David Lau, president of Obesity Canada and a medical professor at the University of Calgary.
“In 2004, the U.S. surgeon general already announced that obesity has overtaken tobacco as the No. 1 public health enemy, but now we have data to support it,” Lau said. “I think it’s very timely after the Christmas holiday, when we’ve all put on a few pounds, to be more alerted to the fact that obesity is not something to be dismissed.”
The diabetes epidemic in Canada has been fuelled by an obesity epidemic and children and young adults have become susceptible to diseases that normally afflict people in their 40s and 50s, Lau said. “Of course, we have to talk about genetic predisposition but, be that as it may, the major driver for Type 2 diabetes is not genetic. It has to do with our eating habits,” he said.
© Copyright (c) Canwest News Service | Original Article Here
BY ALLISON CROSS, CANWEST NEWS SERVICE
Exergame Fitness International Distributors
Jan 4th
Exergame Fitness USA has 5 international divisions that can assist your facility / business in getting the latest and greatest Exergaming products and services directly from the source. Feel free to visit our distributor page to contact any of our approved vendors to get you what you need.
We have a very close partnership with all of our approved vendors and there are no better companies in the industry to contact when it comes to providing the world with the best tested Exergaming products and medically driven programming.
Exergame Fitness is the global leader in Exergaming products and medically driven programming. We have over 10+ years experience in the fitness industry and were first to market with fully customized room designs keeping active gaming a positive way of battling childhood obesity and inactivity. We have the largest selection of tested products in the industry backed by our 110% lowest price guarantee.
We pride ourselves on our reputation as the leader in the Exergaming industry supported by our 24 hour customer support team and highly skilled installation and training technicians. We will work harder than any other company to gain your business and can work with any size budget or space. We offer free grant assistance and have installed our products in hundreds of facilities worldwide.
For more information on our full room concept called ‘The Vault Activation Zone” please visit our website at www.exergamefitness.com or speak to one of our Exergaming consultants to see how we can create an exciting active gaming room in your facility or School today!
What We Offer:
Customized Room Décor ٠ Custom Marketing & Branding Materials ٠ Global Exergaming Network ٠ Merchandise Line ٠ Optional Upgraded Medical Programming ٠ Preventative Product Maintenance ٠ Best Selection of Tested Active Gaming Products ٠ No Mandatory Fees ٠ Any Size Budget ٠ Any Size Space ٠ 2D, 3D & Fly-Thru Concept Designs ٠ No Hassle Quotes ٠ Kid Approved ٠ Low Financing ٠ 110% Lowest Price Guarantee ٠ Free Monthly Exergame Education Workshops
| EXERGAME FITNESS INTERNATIONAL DISTRIBUTORS | |||
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| Exergaming Distributor Exergame Fitness – United States / Mexico Tel: 847-963-8969 x1103 Fax: 847-963-8966 Email: info@exergamefitness.com Web: www.exergamefitness.com |
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| International Exergaming Distributor Exergame Fitness -Canada Tel: 847-963-8969 x1106 Fax: 902-444-9488 Email: holly@exergamefitness.com Web: www.exergamefitness.ca |
Canada: Alberta, British Columbia, Manitoba, New Brunswick, Newfoundland and Labrador, Northwest Territories, Nova Scotia, Nunavut, Ontario, Prince Edward Island, Quebec, Saskatchewan, Yukon | ||
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| International Exergaming Distributor In Motion – Dubai Tel: +97143688747 Fax: +97143688746 Email: info@in-motion-club.com Web: http://in-motion-club.com |
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| International Exergaming Distributor Connect and Play – Netherlands Tel: +0031(0)108513900 Fax: +0031(0)108513909 Email: info@connectandplay.nl Web: www.connectandplay.nl Facility Video: http://vimeo.com/4199596 |
The Netherlands, Belgium, Luxemburg, France, Portugal, Spain, Germany, Italy, Switzerland, Austria, Croatia, Slovenia, Sweden, Denmark, Finland, Norway | ||
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| International Exergaming Distributor Exergame Korea – South Korea Tel: 070-8614-1911 Email: info@exergamekorea.co.kr Web: http://www.exergamekorea.co.kr/ |
South Korea | ||
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| International Exergaming Distributor Exergaming Australia – Australia Launching shortly |
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EXERGAME FITNESS PRODUCT STUDY: THE LIGHTSPACE PLAY FLOOR…
Dec 28th
“Studies have demonstrated that our raging childhood obesity problem is being driven by a dramatic increase of inactivity. Well, we have a simple solution that will eliminate this problem effectively and get kids fully engaged and active within seconds. It’s called “Exergaming”. Exergame Fitness USA has the world’s top tested interactive products that were developed to make your facility flourish and your student community benefit from dramatic increases in academics, fitness scores, and behavior while keeping adult members healthy, fit, and coming back for more. Our advisory board members are made up of doctors and the worlds leading health advocates designed to help you with any aspect of your business. Our professional Exergaming consultants are here to assist you and will work towards your goal.”
Since we are nearing the end of 2010 we wanted to go over some of the most successful Exergaming products in the industry that are making a positive difference in the way kids stay active, healthy, engaged and fit. The Exergaming products listed below were some of the most successful ones we installed into many locations globally. Thease are the best of the best when fitting into the followng areas:
- Quality & Durability
- Testing & Research Supported
- Upgradable Software/Hardware
- Popular Replay Value
- Overall likability of the product
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FEATURED PRODUCT
Lightspace Play Floor
Product Link
The Lightspace Play Floor have been one of our top selling products here at Exergame Fitness USA for awhile now. The Lightspace system is going to be your showcase product that offers your clients a system that offers amazing aesthetics, great replay value and a system that delivers exactly what your looking for when it comes to engaging kids, teens and adults in a fun and interactive environment. The highly-durable and easy-to-use “touch screen interface” allows players and operators the ability to quick-start games which get’s the entire room engaged in tons of bright LED mini games that they can compete together on. The vivid LED floor panels light up the room and will give your facility the look of an arcade along with the positive benefits of “group interactive play” on every level.
The Lightspace Play software allows users to save their high scores by typing in their names on the touch-screen panel as well as keeping track of how many games the users play in the administrator panel for reporting information. This is an Exergame Fitness “must have product” for 2010. We have had so many success stories on this product, and now many facilities are now looking to add the popular Lightspace Play Wall as an addition to their facility! Check out the video below to see what we are talking about. The Lightspace Play Floor is available at www.exergamefitness.com
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LIGHTSPACE PRODUCT INFORMATION:
Lightspace Play’s exciting games get kids up and moving. Whether in single-player or multi-player mode, the games require players to actively participate. Players choose their game and difficulty level, and the Lightspace Play system takes it from there, sensing and responding to their every move and making the games unpredictable and challenging. Kids work up a sweat, and because they’re having fun, they keep coming back for more. Kids can easily meet their recommended 90 minutes of daily exercise without even realizing that they’re “working out.”
Lightspace Play helps develop skills that traditional physical fitness programs develop: endurance, coordination, agility, and flexibility, as well as strategic thinking and memory. Kids would need to participate in several different sports to experience all these benefits. Lightspace Play Systems, on the other hand, have 11 games for the Play Floor and 6 games for the Play Wall. As kids move from one to the other, they improve different skills without breaking their rhythm or losing their motivation. As new games become available, they can quickly be added to any installation.
Ideal for birthday parties.
Over the last several years, birthday parties and similar group events have become one of the largest sources of revenue for entertainment centers. Lightspace Play provides an activity that all party guests can do together. Groups of friends can compete against or cooperate with one another in a wide variety of games
Promotes healthy social interaction.
Most video games offer a solo experience. Even multi-player games usually require players to concentrate on the screen in front of them instead of the other players. Lightspace® Play activities are conducted on a surface and allow players to interact with one another. The nature of the experience fosters communication and healthy interaction.
Integrates physical activity and electronic entertainment.
The media has drawn a great deal of attention to the dangers associated with the increasing rate of obesity, especially among children. In contrast, physically interactive video games have made headlines recently as a popular and effective form of exercise. The combination of physical movement and the compelling nature of video games have led many formerly sedentary people to spend several hours a week engaging in aerobic activity and enjoying it. Lightspace® Play provides not only a multifaceted source of entertainment, but also a fun way to keep fit.
The Future.
Fits in with recent trends in consumer interest in video games.
The popularity of violent video games is giving way to interactive, more physically challenging games such as paintball and laser tag. Many entertainment centers do not have sufficient space to install paintball or laser tag in their facilities. Lightspace® Play provides a way to reap the benefits of this trend toward interactive games without having to invest in new real estate.
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LIGHTSPACE PLAY FLOOR VIDEOS:
Check out a video from our Exergame Fitness S. Korea distributor “ExergameKorea” below
or…
See our video from “The RiverPleax” located in Peoria, IL as the kids use the Lightspace Play Floor for the first time:
or…
Check out our Club Industry Video of the Lightspace Play Floor! Great video of group fitness:
The NFL's charitable foundation is awarding a grant to study how to better prevent childhood obesity.
Dec 28th
NEW YORK—The NFL’s charitable foundation is awarding a grant to study how to better prevent childhood obesity.

NFL PLAY 60 and President Obama's United We Serve Initiative have teamed up to encourage you to get active in your community.
NFL Charities will provide a three-year, $1.8 million grant as part of its “NFL Play 60″ campaign to The Cooper Institute in Dallas to fund its Fitnessgram program. The program will be made available to 1,120 schools in the 32 NFL markets over three years. Data on students’ fitness will be gathered and analyzed to determine the best ways to prevent childhood obesity. The NFL PLAY 60 campaign is designed to tackle childhood obesity by getting kids active through in-school, afterschool and team-based programs, online child-targeted outreach and contests on NFLRUSH.com, and many partnerships with like-minded organizations.
GIVE!
Donate Now! If you’re looking for an easy way to make a big difference in kids’ health and wellness, please take the time to donate to one of our partner organizations this holiday season. We have selected 4 non-profit organizations that share in our mission to get kids active and healthy. Thank you for your generosity and for giving the gift of play!
Vote for a PLAY 60 Grant for the Best Play Day! NFL PLAY 60 has partnered with KaBOOM! to reward communities who want to inspire play grants that will help them improve their play spaces. There are $1,000 winners each week, and YOU can vote for the recipient of the $10,000 grant!
Support PLAY 60 Charities AND Get Gifts for the Holidays at NFL Auction! You can purchase signed items from players involved in our campaign — such as Drew Brees, Brandon Jacobs, Jason Witten — and many more!
PLAY!
- Whether you’re a parent, educator, coach or friend, you can help make kids’ lives healthier by just getting them to go outside and play. This holiday season, have fun as a family and let your kids know that getting healthy starts with getting exercise. You can take your kids out for a game of good old touch football. All they need is 60 minutes of active play each day!
On Thanksgiving, have fun as a family and let your kids know that getting healthy starts with getting exercise. You can take your kids out for a game of good old touch football. All they need is 60 minutes of active play each day!
Play Tips on NFLRUSH.com: Remind kids that NFL players play for 60 minutes each game, so they should make sure to play too! The NFL’s website for kids allows them to learn how to play and why it’s important.
PLAY 60 Challenge: Learn more about how you can inspire play with the PLAY 60 Challenge. We have a student planner that lets kids take control of their activity. Or you can implement the program in your school to get all the kids active! The NFL has teamed up with the American Heart Association to bring this great program to kids nationwide.
COACH!
NFL FLAG: The NFL offers a fun and safe way for kids to play football — NFL FLAG. You can start a league in your area or join one that already exists.
NFL Girls’ Flag: Girls nationwide are playing football. Find out how you can get your kids or your female students playing
USA Football: As a partner of the NFL, USA Football offers great resources for coaches. Learn how to inspire kids to love getting active and healthy by playing football.
NFL PLAY 60 and President Obama’s United We Serve Initiative have teamed up to encourage you to get active in your community.
Did you know
» The current generation is projected to be the first not to live longer than its parents
» 1/3 of children in America are obese or at risk for obesity
» 92 percent of Americans believe childhood obesity is a serious national problem
» Only 8 percent of elementary schools provide daily physical education
VOLUNTEER!
United Way Kids Get Fit: Kids Get Fit is United Way’s program to raise awareness about the importance of youth heath and fitness. It provides resources for parents to learn how to join the movement and get their kids fit. Learn about the program and ways you can get involved today.
VolunteerMatch: This search tool allows you to search for and find volunteer opportunities in your neighborhood. You can search for Kids’ activities and find what fits your interests most.
TEACH!
Fuel Up to Play 60: Kids need to eat healthy along with getting active. NFL PLAY 60 has partnered with the National Dairy Council to make sure that they get all the nutrition they need with this fun and engaging program. With the interactive program and fun prizes, kids are motivated to take control of their schools’ focus on health and wellness.
NFL PLAY 60 Super Bowl Contest: Start a discussion with your class about how they like to play and why it’s important that they get active for 60 minutes every day. Tell them about NFL PLAY 60 and get them to think about how fun it can be to get healthy. They can then write about why it’s important to them and enter the NFL PLAY 60 Super Bowl Contest. A trip to the Super Bowl where the grand prize winner gets to run the game ball onto the field is one way the NFL rewards kids who join the NFL PLAY 60 movement.
Keep Gym In School: The NFL Network is working with Cox Cable and local school districts to adopt and deliver high quality, daily physical education opportunities to school students. They will provide support to upgrade facilities, hire certified PE instructors and supply equipment for PE classes.
NFL PLAY 60 AT NFL CLUBS
NFL PLAY 60 comes to life year-round with all 32 NFL Clubs in their communities. NFL players make school visits to talk about the importance of health and fitness, help build new places for children to play, and take part in our Public Service Announcements. NFL teams are working with private, non-profit and government partners in their communities and are committed to making the next generation of youth the most active and healthy. For more information on year-round NFL PLAY 60 programs, visit NFLRUSH.com.
NFL PLAY 60 PARTNERS
NFL PLAY 60 brings together the NFL’s long-standing commitment to health and fitness with an impressive roster of partner organizations. Our partners include: United Way, The American Heart Association, Action for Healthy Kids, Cartoon Network, Nike, Nickelodeon, The Boys and Girls Clubs of America and The National Dairy Council. For more information about which other companies are joining the fight against childhood obesity, please visit
Exergame Fitness USA has already worked with teams such as The Chicago Bears, Green Bay Packers & New Jersey Jets on Exergaming rooms that help fight Childhood Obesity. This year we are happy to announce the addition of The Chicago Bulls / The Chicago White Sox Academy and a few other professional sports teams that are making a difference in their communities by using Exergaming products as a positive and engaging way to keep kids active, healthy and fit!
Exergame Fitness “Vault Activation Zone” for the New Jersey Nets
View our other links to professional sports teams using Exergaming products at their facility to help fight Childhood Obesity:
- Exergame Fitness and the Chicago Bears Tackle Childhood Obesity and Inactivity at the 2009 Bears Expo | Over 7000+ in Attendance
- Exergame Fitness and NJ Nets Donate Exergaming Facility to Local Civic Center
- Exergame Fitness and the Green Bay Packers Tackle Childhood Obesity Inactivity at the YMCA Healthy Kids Day EventAttendance
For more information on Exergaming products visit our website at www.exergamefitness.com or by calling 847-963-8969 | info@exergamefitness.com
New research on gaming design and brain plasticity offers more perspectives on educational gaming
Dec 28th
Playing action video games on a regular basis can alter a player’s attention skills.
As video games continue to permeate our culture, schools and students are increasingly interested in using video games for learning. This interest has prompted universities and neurologists to explore what makes a successful educational game, what the current barriers to adoption are, and how gaming as a whole affects the brain. According to a recent paper by the Massachusetts Institute of Technology (MIT), games, when developed correctly and used appropriately, can engage players in learning that is specifically applicable to school curriculum—and teachers can leverage the learning in these games without disrupting the worlds of either “play” or school.
“Moving Learning Games Forward: Obstacles, Opportunities, and Openness,” by Eric Klopfer, Scot Osterweil, and Katie Salen of the Education Arcade, an MIT research division that explores games that promote learning through play, explains why educational games have seen an increase in popularity: mainly owing to the advances in consumer games.
For example, commercial games have not only exposed new audiences to gaming but have expanded the range of education games, growing the conceptual areas they can reach. This, the paper states, is partly a result of greater experimentation with content and game mechanics that stems from new technologies and gaming genres.
“Consumer games are also changing the perception of the nature of video games, making them more accepted in a greater diversity of places. For example, gaming is becoming part of … the activities in senior centers, libraries, museums,” and the workplace, says the report. “They are also providing cheaper and easier ways to reach everyone, making open access to games a reality.”
The report credits new gaming platforms and a “sinking edutainment ship” as factors that have led to an increased education interest in gaming. Thanks to advances in technology, cheaper prices, and a growing market for video games, children and young adults are playing video games more than ever. A report from the Joan Ganz Cooney Center, “Game Changer: Investing in digital play to advance children’s learning and health,” claims that on an average day, children as young as eight spend as many hours engaged in media activity as they spend in school. Seventy-five percent of American children play computer and video games, it says.
The report, said Michael Levine, executive director of the Joan Ganz Cooney Center at Sesame Workshop, aims to help answer the question: “Can digital games, especially well-designed education games, help reshape our nation’s approach to learning and growing?” The center, which supports research, innovation, and investment in digital media technologies to advance children’s learning, interviewed experts in learning, health, and civic participation games–as well as scholarly skeptics, says Levine–who are directly involved in research.
The report analyzed issues raised by the interviewees through a review of current literature and news sources.
“We conclude that current approaches to solving key education and child-health challenges insufficiently leverage the ubiquitous digital media that currently pervade children’s lives,” said Levine. “[We] believe that the demonstrated potential of digital media wisely guided by caring adults could become a ‘game changer’ in advancing children’s prospects in the decade ahead.”
The report says that children can learn content and 21st-century skills, create media, and think of systems as a whole through successful digital games. With so many children and young adults playing video games each day, researchers are exploring how exposure to consistent game playing affects brain functions and brain plasticity–the brain’s ability to change throughout life. Daphne Bavelier, professor of Brain and Cognitive Sciences at the University of Rochester in New York and a recent presenter at the National Center for Technology Innovation’s annual Technology Innovators Conference, says her research suggests that playing action video games on a regular basis can alter a player’s attention skills.
“We have recently shown that playing first-person point of view action video games affects several aspects of perception, attention, and cognition,” said Bavelier.
Skills that are enhanced by action video game training, Bavelier said, include low-level vision owing to enhanced contrast sensitivity function; various aspects of attention, such as monitoring several objects at once or searching through a cluttered scene; more complex task constructs such as multi-tasking and task-switching; and a general speeding up of perceptual processing.
“This work illustrates how skilled performance in a variety of processing domains can be enhanced by a single training regimen. Practical implications of this finding, such as vocational training (e.g., for laparoscopic surgeons) or clinical rehabilitation are being investigated,” she said.
“In our most recent study, we aimed at answering the question, ‘Are gamers better than non-gamers at not getting visually distracted because of gaming?’ And when we did the control study, we found that yes, it’s true–gamers have better focus and better visually selective attention,” Bavelier said.
Bavelier added that while these brain functions could develop with all video games, action games push the speed of learning.
“Action games have diverse environments that don’t let gamers lose attention. They also let gamers explore their environments, and this is good. Most also have a reward system for completing actions successfully, which has been shown to be a strong motivator to playing,” said Bavelier.
By studying how various video games affect brain function, Bavelier and her colleagues at the University of Rochester hope to determine how performance can be altered by experience (the length of game playing) and to characterize the factors that favor the transfer of learning (in other words, to identify the aspects of video games help people to learn). These ongoing behavioral investigations are combined with brain imaging techniques, including MRI and fMRI, to allow for a more direct characterization of the brain systems that are modified by video-game playing.
In “The development of attention skills in action video game players,” Bavelier’s most recent study, Bavelier and her colleagues use the Attentional Network Test (ANT) to illustrate how action video game players of all ages have enhanced attentional skills, thereby helping them make faster correct responses to targets.
Bavelier said while she has not yet studied how increased attentional skills and other brain functions affected by action video-game playing can translate into classroom learning, other researchers at the University of Oregon have begun those studies.
“In terms of education, the next step should be [to] take the violence out of action video games and use the same brain-building characteristics in these action video games to make [high] quality education games,” said Bavelier.
At the University of Oregon, researchers are studying how the brain functions affected by video games in turn can affect learning. Helen Neville, director of the university’s Brain Development Lab, is using MRI and electrophysiological techniques to study the brain’s development and plasticity. Specifically, Neville and her colleagues have begun a program of research on the effects of different types of training on brain development and cognition in typically-developing children of different ages.
In one series of studies, Neville is targeting the most changeable and vulnerable brain systems in three- to five-year-old Head Start preschoolers whom she studies before and after eight weeks of daily attention training, or eight weeks during which their parents receive training in parenting skills, or a combination of the two types of training.
“These studies can contribute information of practical significance in the design and implementation of educational programs,” Neville said. Even though students play video games at home, and current research now suggests that certain games can enhance brain functions, many educators trying to redesign their curriculum for the 21st century are still hesitant to bring video games into the classroom. ”Recognizing the types of barriers facing the educational games space is important,” says the MIT report, “for while not insurmountable, these barriers pose significant challenges and can only be overcome by a coordinated effort by funders, developers, schools, parents, and kids.”
The barriers mentioned include:
- Barriers to adoption: These include curriculum requirements, attitudes of parents and educators, logistics of game integration in the classroom, support for teachers, assessment, evidence that games make a difference in learning, limited uses of games for all subjects, limited views of the games currently available today, and social and cultural structures that hinder school innovation.
- Barriers to design and development: These include high development costs for games, a labor-intensive development process that normally doesn’t include input from teachers or education specialists, the lack of pilots in schools, and limited sources of funding to develop educational games.
- Barriers to sustainability: These include fickle gamer loyalty to games for long periods of time, quickly outdated technology, and maintenance and support funding from schools.
- Barriers to innovation: These include limited data of how games affect learning in schools, limited pedagogical paradigms, limited research, and limited ambition on all fronts.
“Experts in the field agree that kids love playing [video games], but the research has not fully demonstrated with precision why or how they work, as well as how to design them for specific learning goals,” says the Joan Ganz Cooney report.
The report lists issues that educators and game developers need to address, such as deepening knowledge about the benefits and limitations of games for children’s learning; designing games that increase learning, whether about health, literacy, science, history, or problem-solving; identifying what elements (which setting, program interventions, or types of adult guidance) make game-playing more effective; and determining how games can best be integrated into the classroom and other learning environments.
Specifically, the report notes that research and investment in video game-playing needs to establish priorities for the research or student, or scale up the innovation in this area, and disseminate evidence of what works—more than just what’s in scientific journals.
Solid design for better learning
While more research is needed on gaming in education, researchers are learning what constitutes good gaming design, especially for education. However, many products claiming to be educational gaming for students today might not be the best solutions.
According to MIT’s report, the process of designing and creating educational games can be much like the baking process.
“There are many attempts by a growing number of health-conscious cooks to make things that are both yummy and healthy. It isn’t easy to balance these two qualities … and there is likely no universal solution,” the report says. “Some recipes work really well for some groups of people, in certain contexts, with certain expectations. Similarly, in creating experiences that are both fun and filled with learning, the success of different recipes, such as mixing media, immersion, game styles, learning goals, and mixtures of content, depends quite a bit on the audience, context, content, goals, and facilitation.”
The report warns that injecting content learning into a game where it doesn’t fit might create experiences that are entertaining, but their educational value is suspect.
“If your spaceship requires you to answer a math problem before you can use your blasters, chances are you’ll hate the game and the math. This is the strategy taken by most of the legacy edutainment games (Math Blaster), as well as many of the new attempts to create commercially viable learning games today (immersive 3-D math game, Dimension M),” the report says.
Another mistake game developers make, says the MIT report, is to take educational content and make it look like a game; for example, putting algebra problems in a 3-D virtual world, or placing the periodic table of elements in a shooting arcade.
When creating games, there are a number of principles that must be followed, the MIT researchers say:
1. Choose wisely.
2. Think small (sometimes).
3. Educational games don’t always equal entertainment games.
4. Put learning and game play first.
5. Find the game in the content.
6. Break the mold for where educational games are played.
7. Harness the “soft skill” learning from games but connect it with content.
8. Don’t ignore, nor be limited by, teacher training and readiness.
9. Play everywhere and anywhere.
10. Reduce, reuse, and recycle.
11. Define the learning goals.
12. Forge partnerships.
13. Don’t ignore or be too constrained by academic/state standards.
14. Not just who but what, where, when, and why.
Ntiedo Etuk, chairman and CEO of Tabula Digita, the company that created Dimension M, takes issue with MIT’s report. In an interview with eSchool News, he pointed to evidence of DimensionM’s success and said the MIT researchers were dealing with a different issue than his own game’s objective.
“MIT is talking about ideal design objectives and what would be a game that could teach the subject matter entirely. This is not what we do,” Etuk said. “For example, if a teacher were going to teach fractions that week, we’d tell her to have her students play the game first, and then as they need help or don’t get problems right, that’s where the teacher comes in to actually teach. We designed our games to lead up to the teachable moment. We help students with the concept and practice and help teachers with assessments with our assessment tool.”
Etuk said his company has completed multiple studies on what makes an educational game successful, and “with games that wanted to teach the whole subject, many teachers needed extensive professional development so that they could play the game as well. In a large school system, that’s just not scalable,” he said.
The difference of opinion reflects the fact that researchers are still in the early stages of trying to determine what works and what doesn’t when it comes to educational gaming design.
Where to go from here?
As researchers begin to build the pieces of what makes a good educational game, and why and how gaming affects learning, the Joan Ganz Cooney report has a set of recommendations to jump-start a national “game-changing” action plan that addresses gaming in education.
According to the report, research on digital media needs to be coordinated, and research and development needs to be initiated at federal and state levels. Innovative partnerships also should be created to help fund and stimulate creative networks that have varying levels of expertise. Support and guidance for children’s digital activities must be encouraged, and public media should be modernized to fit the needs and interests of kids living in the digital age. Finally, a broad public dialog about digital media and games should be started.
“In order to advance the cause of educational games, we should be wary of overreaching by claiming that games single-handedly teach the subject matter, at least in the way the word ‘teach’ is commonly understood,” cautions the MIT report.
“Games [promote] understanding, motivation, and enjoyment and are terrific at immersing players in complex, feedback-rich problem spaces. And while they are most often not sufficient in and of themselves for a course of study, they can help many students advance beyond the temporary memorization of facts and procedures, attainments that are usually lost when classes stop.”
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Dec 26th
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