“Three, two, one – measure, measure, measure – done!” A study of the use of Exergames in Physical Education 

Year: 2012

Author: Ohman, Marie, Quennerstedt, Mikael

Type of paper: Abstract refereed

Abstract:

In society, video- and computer games are often pointed out as risk factors in relation to physical inactivity, sedentary behaviour and increasing levels of obesity. At the same time, computers are an important source of information and IT-competence is advantageous in society. At the centre of this paradox is the introduction of a new type of videogame, in which bodily movements and physical activity constitute a major part. In several countries it has been suggested that these so-called exergames, which involve physical movement, could be used as tools for physical education in school contexts.

The aim of this paper is to investigate the use of exergames as teaching aids in PE. Drawing on academic articles and popular literature, we first explore the arguments for and against using exergames in school settings. Further, in order to investigate what these games offer and how meanings and images about health and body are presented when playing such games, we analyse the content, the manuals and the animations of the games as well as the instructions and comments offered during game play. The empirical material consists of the exergames that are most commonly used in schools: Wii fit and Wii sports.

We use discourse analytical strategies to show how processes of language constitute how people can experience themselves and the environment, and how the language is imbued with power, values and ideologies. In the discourse analysis we analyse what is taken for granted in the empirical material in relation to other possible arguments. In this way, we can explore what is included and excluded in the games and how it is possible to think and act in relation to statements concerning health and the body.

The major line of argument for the inclusion of exergames in schools is motivated by issues of fitness, positive activity behaviour and combating the obesity problem in society. Further, the analysis shows how the logic of the game makes it possible to measure the body and, consequently, reflects an ideal body related to BMI and weight control. The analysis also shows that the way the player is supposed to learn about health and body is strongly influenced by behaviourism. In the paper we argue that this way of learning about these issues is limited and that it is important to critically discuss the effects of the use of these games in schools.

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