Abstract
The fields of kinesiology and public health promotion have significantly invested in the potential for on-line, digitally mediated exergaming to promote higher levels of physical activity and so to reduce disconcertingly high levels of obesity in the USA. The proponents of exergaming attempt to tie exercise to play in order to make exercise fun and sustainable over time. Drawing on Huizinga’s Homo Ludens, the purpose of this concept-based paper was to conceptually analyze the motivational resources provided by true play in contrast to the engineered instrumental design of exergaming. The analysis furthermore explains the disappointing results of studies to date on the effects of exergaming. According to Huizinga, play is undertaken for its own sake, for the lived experience of joy, tension, creativity, and release. In contrast, exergaming emphasizes measurable objectives to lose weight and reduce morbidity and mortality rates. This pressure to meet biological needs appears not to be enjoyable like in true play, and, ironically, exergaming is more likely to harm rather than improve users’ health. Physical activity experts need to emphasize the true elements of playful movement for the felt experiences it can afford, including artistic expression, dance, and recreational games at schools, neighborhoods, and local parks.
Highlights
There is tremendous concern in health circles about the on-going pernicious effects of persistently high levels of obesity on the health of the American people (Trust for America’s Health [TFAH] 2020)
Contrary to the proponents of exergames to tie them to play for increased fitness and decreased obesity, exergames do not meet the true elements of play; and thereby they have failed to accomplish their very goal of increasing playful and fun long-term physical activity participation
In the previous section we described five, non-reductive elements of true play as delineated by Huizinga (1950)
Summary
There is tremendous concern in health circles about the on-going pernicious effects of persistently high levels of obesity on the health of the American people (Trust for America’s Health [TFAH] 2020). Contrary to the proponents of exergames to tie them to play for increased fitness and decreased obesity, exergames do not meet the true elements of play; and thereby they have failed to accomplish their very goal of increasing playful and fun long-term physical activity participation. Huizinga highlighted cultural and societal expressions in play (human evolution via play, including games and festivals), he did not view play as a way to achieve some other goal, such as fulfil physical, social, and emotional needs.
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