Got game?
I don’t play video games for the most part. I never owned a Playstation or a Gamebox. Heck, I wasn’t even smitten with Ms. Pac-Man back in the day.
So when I learned of a study published last month in the Journal of Youth and Adolescence that concludes video games may lead to poor relationships, I was quick to concur. After all, my relationships are rich in many ways. However, I was also quick to admit that some gaming technology can be used to enhance relationships and even personal fitness.
What? No, Wii, as in Nintendo’s Wii virtual-reality gaming system.
By now, most of you are familiar with the Wii video games that range from golf to boxing. Last month I traded virtual punches with my 22-year-old daughter in the confines of her apartment, and she won – repeatedly. Both of us had a great time -- though I maintain she may have enjoyed knocking out her virtual dad a bit too much.
Last month, my wife and I added to her Wii experience with a Wii Fit as a birthday present. The system includes software and a balance board that senses the user’s weight and then uses this data, along with age and height, to control and synchronize onscreen games and exercises designed to improve balance, posture, and fitness. The more one plays, the more progress one makes, and the more games one can unlock depending on fitness level as determined by the system. It’s an enjoyable path to improved personal fitness that can be shared with roommates, friends, and even parents.
The irony is that while gaming technology gets slammed for ruining relationships and contributing to obesity, it is also being used to enhance relationships and improve fitness levels.
Looking toward the future, Wii-based technology could be used to measure and understand human factors involved in development of next-generation medical devices and equipment.
What are your thoughts?
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