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Play Yourself Fit: Exercise + Videogames = Exergames

Play Yourself Fit: Exercise + Videogames = Exergames

Hannah R. Marston, Philip A. McClenaghan
ISBN13: 9781466636736|ISBN10: 1466636734|EISBN13: 9781466636743
DOI: 10.4018/978-1-4666-3673-6.ch015
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MLA

Marston, Hannah R., and Philip A. McClenaghan. "Play Yourself Fit: Exercise + Videogames = Exergames." Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare, edited by Klaus Bredl and Wolfgang Bösche, IGI Global, 2013, pp. 241-257. https://doi.org/10.4018/978-1-4666-3673-6.ch015

APA

Marston, H. R. & McClenaghan, P. A. (2013). Play Yourself Fit: Exercise + Videogames = Exergames. In K. Bredl & W. Bösche (Eds.), Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare (pp. 241-257). IGI Global. https://doi.org/10.4018/978-1-4666-3673-6.ch015

Chicago

Marston, Hannah R., and Philip A. McClenaghan. "Play Yourself Fit: Exercise + Videogames = Exergames." In Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare, edited by Klaus Bredl and Wolfgang Bösche, 241-257. Hershey, PA: IGI Global, 2013. https://doi.org/10.4018/978-1-4666-3673-6.ch015

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Abstract

Exergames and Exergaming have become a new phenomenon in recent years due to the release of the Nintendo Wii console and more recently the Microsoft Kinect. Videogames are categorized into genres based upon the actions that gamers are expected to execute to achieve goals and overcome challenges. However, with the development of new technology, and this notion of exergaming, is it actually activity or gameplay that defines the notion of exergames as a genre into current categories? This chapter reviews several genre/taxonomy theories to gain a greater understanding of exergames within the serious games arena, with several facets proposed by the authors to provide a more succinct progress within this sector.

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