Last month, I gave you a side-by-side comparison of today’s most popular fitness gadgets. We looked at the Jawbone UP, the Nike FuelBand, the Fitbit Force, and a few other wearable devices you can take with you to track your physical activity on the go. There’s another contender in this area that deserves your consideration, and that’s the Wii Fit U. It’ll appeal most to those of you who already have a Nintendo Wii U game console, as opposed to those starting from scratch. Here’s a look at how it works.
Wii Fit U ‘Fit Meter’
The Fit Meter is one of three components that make up the complete Wii Fit U bundle. It’s the actual device you wear on the outside of your clothes when you’re out and about. Not only does it function as a pedometer, but it also keeps track of calories you burn and your activity throughout the day.
For all you early adopters of wearable tech, or even those of you observing from the sidelines for now, startup ‘Race Yourself’ wants to bring a new layer to your daily exercise routine: augmented reality.
Their app is launching Spring 2014 and is specifically made for Google Glass. You can pre-order a bundle of 10 exercise games for $9.95 on their website, as well as two accessories to enhance your workout experience.
The first is a Bluetooth heart rate monitor, which connects wirelessly to Google Glass. It sells for $39.95 and includes the same 10 exercise games. Since many of the games and activities include heart rate zones, it’d be a worthy investment to help you get the most out of your work out.
Adam Wedekind of Annapolis, Maryland was an active active child growing up, but the pressures of high school sports were enough to keep him from trying out. Instead, he turned to video games. This new, inactive lifestyle coupled with a poor diet led to severe weight gain, which left Adam the subject of frequent bullying.
To apease his parents Adam, now 22, tried to keep up his grades up so they couldn’t complain about his new hobby. He became so entranced with gaming that he drew away from all his friends and turned to people he met playing online video games for social interaction. He loved that he could be whoever he wanted online.
Post high school Adam went onto vocal college and kept up his gaming habits, which caused him to neglect his studies and eventually drop out. At that point he moved to Ohio to escape from his failures.
In 2009 Adam re-enrolled in college but still wasn’t dedicated to school and his grades suffered because of it. Despite his struggles, Adam’s mom continued to still support him. But even that encouragement left him at an all-time low.
“I hit a point where I didn’t want to leave my room.” said Adam. “I didn’t want to do anything, I played video games and I didn’t have any friends. I just sat in my room and I had no reason to leave. I was so depressed I even had suicidal thoughts.” (more…)
Apparently even today’s top of the line technology is no match for old fashioned bike riding and classic outdoor play. A new study revealed that “active” video games won’t actually make a kid more active.
The Centers for Disease Control and Prevention states that children and teens should get at least one hour of physical activity every day. Previously, it was believed that “active” video games could assist in increasing a child’s activity level.
Recently researchers tested this theory. Seventy-eight children were given Wii consoles and were monitored for 12 weeks. Half of the children in the study were given games like “Wii Fit Plus” and “Dance Dance Revolution: Hottest Party 3.” These are considered active games. The other half of the children were given “inactive” games like “Mario Kart Wii” or “Madden NFL 10.”
The children kept journals of their play time over the 12 weeks. They also wore accelerometers to measure their acceleration and exertion. The conclusion showed that the active game group was no more physically active than the inactive game group. The researchers thought there might have at least been an initial spike in physical activity at the beginning of the study, however they found that there were no differences throughout the entire study.