The popular area of development and consumerism that is exergaming, now becoming saturated with both successful and inferior products, reemerged in 2008 as a strategy for controlling obesity in children. Research in the late ‘90s that entailed observation of children watching television and playing video games concluded that children who consistently play video games are considerably more likely to be obese.
Based on this conclusion, exergame designers began to market products as solutions to the Western problem of child obesity, taking advantage of the obesity culprit to make exercise a requirement for gaming enjoyment. In a study conducted by Jeff Sinclair and his associates, the relative success and failure of exergame design within the realm of child obesity is analyzed in order to inform future design efforts.
Based on a review of exergaming research, Sinclair worked to isolate the factors that make exergames effective in adhering to aerobic exercise recommendations and in catching and holding consumer attention.

These three exergame requirements determine success in terms of effectiveness and attractiveness.
In 2005, research conducted by Sweetser and Wyeth applied the “flow” construct, or nine components determining total engagement in an activity, to video gaming. They found that, in order for players to be totally engaged in video games, they had to experience the following:
The above components determine a typical video game’s attractiveness to consumers and apply to exergames as well.
To maximize the success of an exergame, attractiveness and effectiveness should bridge the gap between the psychological gameplay and physiological exercise components of exergaming. Achieving a balance between skill and challenge, as well as between fitness and intensity, determines the success of an exergame. The difficulty of creating these two perfect balances can help explain the wide variety of successful and unsuccessful exergames in today’s market.
Alexis Bonari is a freelance writer and blog junkie. She often can be found blogging about education and scholarships for college. In her spare time, she enjoys square-foot gardening, swimming, and avoiding her laptop.
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This is a great post… I maintain you can’t have an effective exergame without engagement! It’s the whole point for me that exergaming should be sustainable.
One point of issue in this note – “exergame designers began to market products as solutions to the Western problem of child obesity”. It may be a marketing mission for big companies, but not all companies, some products actually deliver the solution!
I still think you cant replace outdoor exercise but I guess exergame is a good compromise!
This is a great post… I maintain you can’t have an effective exergame without engagement! It’s the whole point for me that exergaming should be sustainable.