Gen+Y.++Are+Wii+heading+for+an+epidemic?

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Name: Cathryn Hillis Student Number: N8296251 Course Code: PUB209 Tutor: Katie Page

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__Cultural Artefact: __

Nintendo Wii Fit is an interactive game console which allows users to play games utilising hand and motion sensor control. Wii Fit in opposition to other game consoles on the market focuses on the dimensions of balance, agility and cardiovascular conditioning to achieve physical activity outcomes. Standing on the wireless sensor board allows Wii Fit to measure BMI and centre of gravity. Additionally there are 40 other exercises which comprise of games including ski jump and tightrope walk; yoga poses; muscle workouts; and aerobic exercises including boxing. All the exercises, except jogging, involve placing some body part on the balance board "so the on-screen instructor ensures you perform every exercise correctly". Wii Fit, of course, stores all the fitness data on the Nintendo's hard drive. Wii Fit is, to use industry vernacular, is an example of "exergaming".

**__Public Health Issue: __**

According to the National Physical Activity Guidelines adults should accumulate at least 30 minutes of moderate-intensity physical activity on most, preferably all, days of the week (DHAC, 1999). Lack of physical activity is a major risk factor in a number of diseases including diabetes, heart disease, cancer, stroke and osteoarthritis (Lavie, 2009). As stated by the NSW Department of Sport and Recreation (2002) forming adequate behaviour patterns for physical activity are critical early in life and there is strong evidence that reports; active children are more likely to become active adults.

Generation Y has a higher likelihood of being overweight and obese as generation x did at the same age. According to The ABS (1990) males aged 20-24 years who belonged to gen x had a mean body mass index of 23.6, however by 2005 gen Y within the same age group had a BMI of 24.5 - moving closer to 25, the BMI which indicates overweight. The females of these generations fared better, but the same upward trend can be observed with a rise from 22.1 for gen x to 23.1 for gen Y. At a population level an increase of one unit of body mass index is substantial. Together, high body mass and physical inactivity are responsible for around 60% of the burden for type 2 diabetes. Similarly, the combined effect of the cluster of associated risk factors - poor diet, physical inactivity, high body mass, high blood pressure and high cholesterol - is responsible for more than 50% of the total burden of cardiovascular disease. These lifestyle factors are endemic in generation y.

**__Literature Review: __**

The progressive drop in the amount of energy expended in leisure time over successive generations has resounding implications both fiscally and on individual quality of life. Farinelli (2009) states Generation Y males are exercising far less than previous generations were at the same age. The results also revealed that women in their twenties are doing the least amount of exercise, spending only a little over fifteen minutes per day in leisure time physical activity. These risk factors for obesity which ultimately lead to more serious disease and ill health are reaching epidemic proportions. Supporting this Access Economics (2008) projected estimates report there will be 4.6 - 6.9 million obese Australians by 2025.

The prevalence of obesity in Australia has doubled in the last 20 years (Albert 2007). As a nation states Thorbum (2005) $830 million is spent per year on the direct and preventable health care costs of obesity. This influence of sedentary lifestyles on obesity is confirmed by the strong positive associations between obesity and television viewing time and low participation in physical activity. According to (Power, Miller & Allpert, 2011) humans are poorly adapted to a state of over-nutrition as a result of evolving in times of famine. Therefore the human body is not accustomed to sedentary activity, and calorie laden environments which leads ultimately to ill health. There are no know survival advantages of morbid obesity, and increased body fat is significantly correlated with increased rate of mortality and the diseases which accompany it (Power et all, 2011). The co-morbidities of obesity include diabetes (Lazar, 2005), hypertension, cardiovascular disease, and certain cancers (Lavie, 2009).

Just like every other generation, gen y, is a reflection of its childhood circumstances. Individuals in this age category (1980-1994) were raised in the era of globalisation, and experienced large advances in technology in their lifetime which have shaped the interests and consumerist behaviour inherent in Gen Y Krayewski, K. (2009). Generation y is very different to prior generations they have been described as consumerist, impatient, ambitious, eager for advancement, technologically savvy, and fast learners however they are also associated with being selfish, demanding, narcissistic, impatient and lazy (Harrison, 2007). Therefore if we clearly identify that generation y are a different group, with their own set of values, desires and social norms then how can we hope to appeal to them with a generalized physical activity message that does not cater to these individual differences. There is a void in the market appealing directly to inactive members of generation y, the solution to which may be found in the exergame revolution depicted by the chosen cultural artifact of Wii Fit.

In support of the theory that Wii Plus and exergames may represent the way forward, these programs have been embraced in schools physical education programs with mixed results. In clinical trials some experts including Hicks & Higgins (2010) state that the specific mix of technology, and gaming, keeps younger generations engaged and interested in the subject matter, more so than ball games and common sports. For young adults the use of Wii may represent an excellent way to use the time normally spent sedentary (in front of the TV) and replace that with activity – even if it is not of an intense nature. Via the introduction of exergames into the repertoire of generation y we can encourage further physical activity while embracing their love of technology and innovation. As supported by Nitz (2010) generation y are; technologically savvy people who like interacting with technology. It's the next step, says Nitz (2010) is going from, sitting in front of the computer playing the game to being the person (in the game).

**__Cultural and Social Analysis: __** <span style="font-family: 'Times New Roman',Times,serif; font-size: 120%;">Generation y represents the most significant risk factor in this group due to their current state of health and fitness and lack of physical activity compared to prior generations. Following current trends this generation is set to be the fattest population ever seen in Australia. What are the underlying reasons for this? Certainly poor food choices and increased convenience of high calorie foods are contributing factors, as is the busy and full schedules of the average individual today. Increased technology which in turn decreases physical activity has its place in the blame; however all this seems to result in the outcome that generation y have been born into a world that makes it easy to become overweight and obese. While older generations now experience the same world, their uptake of elements from this new world may be less and food habits and patterns of leisure time may have been formed earlier in life and these healthy patterns persist, as they age. If we acknowledge that there are differences in the way in which generation y choose to use their time then perhaps we need to examine and acknowledge that they will not choose to exercise in the same manner as previous generations. Therefore are “exergames” a perfect solution to this? It appeals to generation y’s consumerist nature, add to this their love of technology and convenience and there is a way to tackle decreasing activity levels in generation y. Similarly these issues are being experienced in the UK with their Government endorsing the use of Nintendo Wii as an exercise medium. On Jan 4, 2008 Andy Chalk described a move by a local London school to embrace virtual PE. Further to this the UK Governement commented that these “active computer games” may help increase physical activity outcomes, and thereby decrease the disturbingly high rate of obesity, particularly in generation y.

**__<span style="font-family: 'Times New Roman',serif;">Artefact Analysis and Learning Reflection: __** <span style="font-family: 'Times New Roman',Times,serif; font-size: 120%;">The Wii Fit and exergame innovation is having success in broad population studies. As cited by obesity resources (2010) Nintendo Wii fit is having success in school level children with increased calorie expenditure on a daily basis using the games. The same study also contrasted results from seniors who were either at high risk of obesity or obese, which resulted in a similar level of success. Although these games which ranged from bowling to baseball burn fewer calories than the actual sport, the potential issues which may affect a senior citizen participating in ball sports, or the supervision required to ensure a safe environment for children to exercise as they can do it in the safety and privacy of their own home. Further to this, as stated by Kazunori (2010) one third of the games on Wii Fit, tested on healthy, active, individuals can count towards daily energy expenditure requirements in adults.

<span style="font-family: 'Times New Roman',Times,serif; font-size: 120%;">The functionality of the Wii Fit provides yoga, strength training, aerobics and balance drills along with active games such as bowling, boxing and baseball. The platforms most impressive quality is the ability to track your weight and BMI and record the frequency and duration of workouts. There are also a whole host of interactive games which have been proven to result in higher activity levels and caloric burning thereby achieving daily activity requirements. Although there may be some downsides to the Wii Fit design including affordability and the need to purchase games intermittently. The cost of the health issue, if obesity continues to grow at the projected rates will be far greater. In some studies the effectiveness of the system has been queried, as stated by Dupler (2010) there have been questions as to the success of the console in achieving weight loss, using the Wii fit. Also examined was the games ability to replace routine moderate or vigorous exercise in adults. Further to this, Dupler (2010) concluded that in adults the Wii would not be sufficient to replace daily activity, rather, as supplementary active time towards satisfying the thirty minute per day DHAC recommendations.

<span style="font-family: 'Times New Roman',Times,serif;"> The choice of this cultural artefact was made to reflect both the dire situation of health and fitness in generation y and to highlight some responsible and informed solutions which may be enacted to assist in counteracting the epidemic. Solution rather than problem based analysis was applied. The <span style="font-family: 'Times New Roman',Times,serif;"> artifacts  <span style="font-family: 'Times New Roman',Times,serif;"> technological base was selected as a highlighting factor in the indication towards the interests and desires of generation y and how we can appeal to their nature; As we acknowledge that it is different. In examining the evidence regarding generation y and its future health outcomes the situation is dire. Action must be taken to reverse the negative implications of low or no activity as a child. Reflecting upon these learning outcomes made me aware that exercise habits as a young person are critical to the formation of healthy habits as adults. The introduction of Wii Fit in schools should be welcomed as a supplementary approach to exercise. It can and certainly should not completely replace physical activity. It does, however, take away from sedentary time frames and inject activity, thereby potentially increasing energy expenditure and decreasing the time spent sedentary.

**__<span style="font-family: 'Times New Roman',serif;">Conclusion __** <span style="font-family: 'Times New Roman',Times,serif; font-size: 120%;">There is further study and analysis required before conclusive decisions can be made on the effectiveness of Wii Fit as a solution for physical activity imbalances’. However, the research on this topic displays the fact that the current intervention strategies in combating obesity have been spectacularly unsuccessful. Put simply generation y’s children are different. They live for technology and inter-activity, and when prescribing solutions for this generation these individual differences cannot be ignored. This knowledge of the uniqueness of gen y should form a part of an integrated, multi-sectoral, population based approach which includes environmental supports for healthy diets and regular physical activity.


 * __<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">References: __**

<span style="background-color: white; font-family: 'Times New Roman',serif; font-size: 12pt;">Access Economics (2008). T <span style="font-family: 'Times New Roman',serif; font-size: 12pt;">[|he Growing Costs of Obesity in 2008: three years on] <span style="background-color: white; font-family: 'Times New Roman',serif; font-size: 12pt;">, Diabetes Australia, Canberra.

<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Obesity Resources: Wii to Fight Obesity in Alabama Schools. (2010) //<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Journal of physical education, recreation & dance // <span style="font-family: 'Times New Roman',serif; font-size: 12pt;">, //<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">81 // <span style="font-family: 'Times New Roman',serif; font-size: 12pt;"> (8), p. 4.

<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Australian Institute of Health and Welfare, The Active Australia survey: a guide and manual for implementation, analysis and reporting (2003). Retrieved from

<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Australian Government website www.aihw.gov.au

<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Chalk, A. (2008, January 4). U.K Government endorses Wii for Physical Education Programs. //The Escapist magazine//. Retrieved from <span style="font-family: 'Times New Roman',serif; font-size: 12pt;"> www.escapistmagazine.com/

<span style="color: #333333; font-family: 'Times New Roman',serif; font-size: 12pt;">Department of Health and Aging, Australian Health Ministers Conference, New Physical activity recommendations for children and youth. (2004) Retrieved from Australian Government website www.health.gov.au

<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Department of Sport and Recreation (2002). Active Community guide: Active kids. [Brochure] Silverwater, NSW: Author

<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Dupler, T. L. (2010). Metabolic responses of upper-body accelerometer-controlled video games in adults. //<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Applied physiology, nutrition, and metabolism // <span style="font-family: 'Times New Roman',serif; font-size: 12pt;">, //<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">35 // <span style="font-family: 'Times New Roman',serif; font-size: 12pt;"> (5), p. 643.

<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Farinelli, M.A. (2009, March 25). Gen Y needs to get active to avoid obesity. //The Drum.// Retrieved from www.abc.net.au/news/thedrum/

<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Harrison, M. (2007) Gen Y speaks: It’s all me, me, me. //The Times.// Retrieved from http //www.timesonline.co.uk/tol/news/uk/article1329162.ece

<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Hicks, L., & Higgins, J. (2010). Exergaming: Syncing physical activity and learning. //<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Strategies: A Journal for Physical and Sport Educators, 24 //<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">(1), 18-18-21.

<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Krayewski, K. (2009) //<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Gen Y and Why They Matter. //<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">International Affairs. Retrieved fromhttp://kaila-krayewski.suite101.com/generation-y-a89376//

<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Lavie, Carl J (2009). Obesity and Cardiovascular Disease. //<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Journal of the American College of Cardiology //<span style="font-family: 'Times New Roman',serif; font-size: 12pt;"> ,53 (21), p. 1925.

<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Lazar, Mitchell A (2005). How obesity causes diabetes: Not a tall tale. Science. //New York, 307//(5708), p. 373.

<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Nitz, J C (2010). Is the Wii Fit a new-generation tool for improving balance, health and well-being? A pilot study. //Climacteric : the journal of the International Menopause Society,13// (5), p. 487.

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<span style="font-family: 'Times New Roman',serif; font-size: 12pt;">Worley, JR (2010). Metabolic Responses to Wii Fit (TM) Activity. //Medicine and science in sports and exercise, 42// (5), p. 819.

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