Fitness video games have grown sharply in the past decade, according to a new report released by the game industry’s trade group and a White House study group. That means that getting gamers to exercise is no longer just a novelty; it’s a $750 million a year business.
The Entertainment Software Association and the President’s Council on Fitness, Sports & Nutrition said that 20 percent of all games released in 2011 were ‘”active games,” or those that required gamers to expend energy aside from tapping buttons on a controller. That compares to just 5 percent during the period from 2002 to 2007.
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The report credited active games to the emergence of motion-sensing game consoles such as the Nintendo Wii and Microsoft’s Kinect for the Xbox 360. Active game sales generated about $750 million in revenues in 2012, and they are expected to be a continued revenue driver for the industry through 2015.
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“It’s widely known that all kids should be active at least 60 minutes a day, but unfortunately, only one-in-three kids are getting that recommended amount, and studies show they are now consuming over 7.5 hours of screen time every day,” said PCFSN member and NBA All-Star Chris Paul of the Los Angeles Clippers in a statement. “And that’s why I’m excited about the growing number of video games that are helping kids and families get active.”
EEDAR, a game market researcher, conducted the study and found that active games encourage healthy activity among children, engage new audiences in physical education classes, and provide a fun activity. More than 90 percent of the active video games released from 2002 to 2012 were rated E or E10+ for all ages and those 10 years older and up.
The ESA and PCFSN are releasing a new challenge dubbed the Active Play Presidential Active Lifestyle Award (PALA+). The fitness award encourages kids to be active for an hour each day.
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