Yoga on the Wii Fit Used for Encouraging
Regular Physical Activity in the Home
Yoga: Theory, Culture, and Practice
Jeffrey Clement
INTRODUCTION
The Wii Fit created by Nintendo was
released over five years ago as a means for anyone to improve their basic
fitness, overall health and well-being right at home. On December 1st, 2012 the
Nintendo Wii Fit gaming system celebrated its fifth anniversary. The Wii Fit is
perceived as an innovative system because it consists of game software that
encourages participants to exercise. The main tool of the Wii console that
motivates individual to exercise, strength train and improve posture and
balance is the specially developed Wii Fit balance board controller (Goble,
2014). The Wii Fit is widely available commercially because it is relatively
inexpensive. It is also user friendly and can be used by virtually anyone in
any home. Some even consider the application and use of the Wii Fit by the
elderly as an option for improving balance and preventing fatal falls (Franco
et al., 2012). The Wii Fit is designed to
promote balance and physical activity through interactive exercise games. Wii
Fit has over forty exercise options that incorporate strength training, balance
training, aerobics and yoga. Some examples of the yoga poses available on the
Wii Fit are Deep Breathing, Warrior pose, Tree pose and Triangle pose (Plow,
2011). According to the American College of Sports Medicine, it is
recommended that vigorous aerobic training should be performed for about twenty
to sixty minutes every day. Currently, “only a few studies have tested actual
energy expenditure of children and adults playing the games,” but yoga and
other exercises on the Wii Fit may be an effective way to encourage regular
physical activity. The general finding of the research is that “the energy
requirements of playing the games are comparable to moderate exercise” (Brettler
et al., 2011). Many “studies have used Wii Fit yoga games to improve
participant balance” for a variety of populations and ailments. Yoga on the Wii
Fit by Nintendo improves posture and general health because the yoga poses rely
on static balance control. Examples of Wii Fit yoga poses that emphasize
posture and balance are the Sun Salutation and Half Moon poses (Goble, 2014). Despite
a broad mission of increasing regular physical fitness, the Wii Fit has
generated specific interest in rehabilitation as a training device for
improving posture, health and balance ability. Growing interest in Wii Fit
technology is “likely due to the ubiquitous nature of poor balance and
catastrophic falls, which are commonly seen in older adults and various
disability conditions” (Goble, 2014). Yoga on the Wii Fit is an impeccable tool
to utilize in order to improve personal fitness and balance. Yoga on the Wii
Fit may have more implications in society than encouraging basic fitness for everyone,
yoga on the Wii Fit may also have the potential to improve the health and
well-being of disabled populations such as the elderly.
WII FIT YOGA VS.
TRADITIONAL YOGA PRACTICE
Yoga on the Wii Fit is a very different experience than doing yoga within a yoga studio. When doing yoga on the Wii Fit, participants are led by a virtual trainer on the television screen. When beginning yoga on the Wii Fit, one has the option to choose a male trainer with a male voice to be projected on the screen or a female trainer with a female voice. The selected yoga trainer demonstrates a certain body position that participant must then also achieve. Once the participant is in the posture being displayed on screen, the yoga trainer provides feedback in real-time based on calculation about the participant’s balance on the Wii Fit balance board. The participant’s “goal is to keep their body as still as possible while maintaining the yoga pose” (Goble, 2014). Another unique feature of yoga on the Wii Fit that is not present within a yoga practice at a studio is the opportunity to create an avatar, or a Mii, which looks like the participant and personifies similar motions as the participant. The movements from all the controllers translate to the movement of the Mii in the games. That is, the Wii calculates input from the controls at the participant’s hands and feet. These controllers consist of the Wiimote, Nunchuks, and the Wii Fit balance board (Brettler et al., 2011). Yoga on the Wii Fit is similar to an actual video game in the way one earns points and unlocks new levels based on the amount of time played or once proficiency is achieved (Brettler et al., 2011).
The chief goal of yoga on the Wii Fit is modeling the ideal movement of the virtual yoga trainer on screen. Scoring is based on a star rating system and is typically rewarded for stability. There are many exercises present on the Wii Fit that use the Wiimote and the Fit balance board. The yoga poses are supposed to improve one’s flexibility, stability, strength and breathing. In addition to yoga poses, there is the option to do other exercises such as balance games (Brettler et al., 2011). One of the most challenging yoga poses that takes many Wii Fit Credits to unlock is the Bridge pose. In the Bridge pose, the player lays on their back. Following the instructions of the yoga trainer on screen, the player then executes and maintains bridge position (Brettler et al., 2011). The first and simplest yoga pose available on the Wii Fit is the Deep Breathing exercise. While standing will flat and parallel feet on the Wii Fit board, the participant performs deep breathing with the palms on the abdomen below the belly button and while maintaining stability. The participant can monitor their stability by maintaining a red dot on screen within the yellow circle provided. The red dot mirrors the player's real time position (Brettler et al., 2011). The Downward Facing Dog position begins on with both hands on the Wii Fit board. Then the player brings their hips up, extends their knees and arms and looks towards the floor. Similar to Deep Breathing, the player must try to maintain the red bar within the blue target area (Brettler et al., 2011). Half Moon pose is another pose where the player must standing on the Wii Fit balance board. Then they must bend from side to side with arms overhead and palms together while also maintaining stable. Again, the main goal is to maintain the red dot in yellow circle. The Sun Salutation pose, with arms extended overhead and palms together, is supposed to be performed while maintaining the red dot in the yellow circle (Brettler et al., 2011). Triangle pose, performed by standing on the Wii Fit balance board, asks the participant to rotate at the hip with the feet spread apart and parallel. Next, the participant is supposed to flex at the hips, placing and maintaining weight on front leg, bringing back arm and reaching towards the ceiling. Finally, the participant must hold this position while keeping the red bar in the blue target area. Then the triangle pose is repeated on the opposite side. Warrior is the final yoga pose that emphasizes posture and balance. The player must lean forward, placing and maintaining weight on their front leg so the red bar stays within the blue target area. This pose is also repeated on opposite side (Brettler et al., 2011). Although all of the poses available for practice on the Wii Fit are also popular in yoga classes in a yoga studio, the emphasis on balancing one’s center of pressure in a blue target area projected on a television is a vastly different experience not found in any yoga studio.
One of the most alarming differences between yoga on
the Wii Fit and traditional yoga within a studio is the direction and attention
of one’s gaze. In a traditional, yoga practice, participants typically soften
the gaze or focus on one steady point to find stability and center within. When
practicing yoga on the Wii Fit, however, it is necessary to look at the television
screen and monitor the stability of a red dot. In some poses, the body position
does not allow “the players to actually see the visual information displayed on
the screen. Typically, this occurs because the movement requires that they lose
sight of the screen for at least part of the time” such as forward bending
during Sun Salutation pose (Brettler et al., 2011). It’s also important to note
the sensitivity and calibration of the Wii controls. If the Wii Fit balance
board, for example, is not calibrated correctly, then the participant’s
balance, focus, and proper execution of the pose may be effected. The Wiimote is
more sensitive to “acceleration over movement direction or amplitude… [this] suggests
that the upper extremity trajectories would prompt individuals to make rapid
and potentially inaccurate movements and still be rewarded by the system”
(Brettler et al., 2011). This type of error does not exist in traditional yoga
practices within a studio due to the presence of an actual yoga instructor.
FITNESS
According to Nintendo, “the purpose for
developing the Wii Fit was to combine fun and fitness for all ages, including
such aspects of physical well-being as joint flexibility, muscle strength, and
upright standing posture” (Goble, 2014). In addition, the Wii Fit system is
easy to access because it is relatively inexpensive and it is highly engaging
(Goble, 2014). Some of the interactive features of
the Wii Fit include encouragement for participants to set health-related goals,
rewards for regular use of the machine, and promotion of maintaining physical
activity (Plow, 2011). The main fitness feature of yoga on the Wii Fit is the
body test program. The body test program evaluates the player’s weight and
balance in order to set a weight-loss or weight-gain goal (Plow, 2011). During
the body test on the Wii Fit, participants stand still on the Wii Fit balance
board for seven seconds while data is collected. From this data, the
participant’s average center of balance “from body midline is calculated,
indicating a measure of weight bearing asymmetry. Overall, this assessment is
thought to provide information about body posture” (Goble, 2014). The body test
on the Wii Fit helps individuals monitor their
weight at home, which may be an effective strategy for promoting weight loss or
weight gain. Once completed, the participant is given a score, called
their Wii Fit age, which represents what age the Wii perceives they are based
on their performance. This Wii Fit ages ranges from two years old to ninety
nine years old. A score of forty six, for example, indicates the balance
ability equal to that of the average forty six year old (Goble, 2014). Yoga on the Wii Fit includes elements of strength
training, balance improvement, and aerobic endurance which are all “have been
found to reduce fatigue, increase fitness levels, and improve quality of life
in people” (Plow, 2011).
BALANCE
The most successful application of yoga
on the Wii Fit is the improvement of balance. “No study has reported a negative
impact of Wii Fit training for any measure of balance ability, and most have
indicated at least some quantitative or anecdotal evidence of improvement”
(Goble, 2014). The Wii Fit’s effectiveness in improving balance is due to the
balance board. While using the balance board during yoga, the location of one’s
center of pressure is displayed relative to the target area. Poses such as Tree
pose or Warrior include this function (Franco et al., 2012). Not only do yoga
poses train one’s balance, but the balance games offered on the Wii Fit project one’s center of
pressure as well. Some of the fun balance games that can be accessed on the Wii
Fit are Ski Jump, Tightrope, and Penguin Slide. The Wii Fit by Nintendo as
claims to train coordination and endurance. This ability is attributed to the
games that require combinations of accurate movements and speed in order to achieve.
This patterning of the body and limbs has an effect on the cardiovascular and
overall endurance. There are other games that require the body to sustain long
repetitious movements for longer than there minutes of continuous exercise such
as Long Run or Hula Hoop (Brettler et al., 2011). Finally, there are additional
exercises available on the Wii Fit which emphasizes strength. The exercises
that “require generating a group of muscles to overcome a force against gravity
or resistance under a specific set additional outside resistance of
circumstances" to improve muscle mass and strength.
Coinciding with an emphasis of balance
is a focus on postural control. Postural control can be defined as the ability
to maintain, achieve, or restore a state of balance during any posture or
activity (van Diest et al., 2013). Balance is the ability to maintain an
upright posture against the changing effects of gravity on the body segments,
so “postural control mechanisms help a person maintain balance by ensuring that
the center of gravity is maintained within the base of support” (Franco et al.,
2012). On the Wii Fit by Nintendo, the most “frequently
played exercises were the balance games, followed by yoga, aerobics, and
strength exercises” (Plow, 2011). The Wii Fit balance board is a type of
force platform (Goble, 2014). A force platform device provides accurate
measures of the body’s center of pressure, which is an approximation of the
body’s center of mass and balancing point. projected vertically onto the floor
below. The center of pressure, or balancing point, is frequently assessed
throughout the yoga poses in order approximate body sway (Goble, 2014). When
standing on the Wii Fit balance board, it measures your body sway in the side
to side as well as front to back “based on downward force sensor data generated
at each corner of the Wii” balance board (Goble, 2014). The data provided by
the balance board measuring one’s center of pressure is reliable, “evidenced by
strong interclass correlations between trials of similar balance conditions”
(Goble, 2014). The innovative balance board transforms one’s posture and
balance because one can monitor their performance, reduce asymmetry with the visual
feedback, and improve stability in yoga postures.
MOTIVATION FOR FITNESS
One appeal of yoga on the Wii Fit is
that its accessibility and simplicity may motivate individuals to engage in
regular physical fitness. “Interactive gaming can promote intensive task-based
therapy in a manner that is motivating for the user. Widespread enthusiasm for
consoles and their games prompted us to analyze the games for their
rehabilitation elements related to improving balance and mobility for
individuals” (Brettler et al., 2011). An encouraging attribute of yoga on the
Wii Fit is that there is positive feedback linked to performance which enhances
participation, motivation and engagement. For example, during all the sports
games, there is cheering in the stands. Another form of positive feedback
linked to success is the playing of pleasing music when a game is won. “This
type of feedback may explain some of the appeal of the games. Players are also
given stars or scores for their performance” (Brettler et al., 2011). Feedback
is also provided in many mediums such as visual feedback as well as auditory
feedback. The “abundance and redundancy [of feedback] will allow clinicians to
direct patients' attention to select particular sensory information to augment their
performance” (Brettler et al, 2011). The
star system, another form of feedback provided by the game, is not always a
completely positive response. It is possible to score one two, three or four
stars as feedback. It requires substantial improvement between yoga poses to
change a two star rating to a three star rating, for example (Brettler et al.,
2011). All in all, Wii Fit yoga poses, as well
as other exercises, are fun to play. Not only does a fun activity provide a distraction
and relief from the stresses of daily life, but it also creates intrinsic motivation
for individuals to engage in regular physical activity (Plow, 2011). Yoga
on the Wii Fit by Nintendo was released with an intention to promote fitness
for anyone at home. This specific focus on fitness, including an emphasis on
balance and postural strength, makes yoga on the Wii Fit also applicable and
beneficial for disabled populations without an accessible outlet for regular
physical activity. It’s important to consider the
Wii Fit as “beneficial in initially motivating people to engage in some type of
physical activity and whether introducing variety into an existing exercise
program helps promote physical activity” (Plow, 2011). Yoga on the Wii Fit is appropriate for anyome who
wished to be encouraged about regular physical activity. The elderly is one
population that may benefit from the encouraging promotion of regular physical
activity due to long-term use of the Wii
Fit (Plow, 2011).
ELDERLY
Yoga on the Wii Fit may have extremely
positive applications for the health and preventative care of elderly citizens.
The elderly is “defined to include those with a chronological age of sixty five
years and older. The elderly population is rapidly increasing and currently
makes up twelve percent of the population” (Franco et al., 2012). It’s also
important to note that “more than one third of the community-dwelling
individuals aged sixty five and older falls at least once per year” (van Diest
et al., 2013). For this reason, it’s imperative for seniors age sixty five or
older to regularly exercise in order to maintain proper strength and balance.
Some key components of fall prevention training programs for the elderly
include balance, muscle strength, flexibility and endurance. The greatest
effects on fall rate are seen in fall programs that “included a combination of
a high dose of exercise and challenging balance exercises” (van Diest et al.,
2013). The Wii Fit may be effective similar to other fall programs that
highlight balance and strengthening. Older adults “enjoyed participating in Wii
Fit over traditional treadmill walking and jogging” (Franco et al., 2012). Yoga
on the Wii Fit is important to consider in addition to other fall programs for
the elderly because the Wii Fit is fun. Because yoga and other exercises on the
Wii Fit are fun and encouraging, the elderly may continue to participate in
exercise or yoga training routinely (Franco et al., 2012). Yoga on the Wii Fit
is similar to other “interventions that bring together several components such
as strength training, resistance, balance exercises, cognitive elements and
education that stimulate the older person on a broader level and prevent
disability” (Molina, 2014). Some of the major risk factors for the elderly falling
down are impaired or decreased mental status, side effects of medication,
visual impairments, poor balance, gait impairments, and lower limb weakness.
The addition of yoga and other forms of balance training could help address the
risk factors of falling such as balance and gait impairments and lower limb weakness
(Franco et al., 2012). The risk factors related to age that increase chances of
falling down are due to changes in the musculoskeletal and neuromuscular systems
of the body that impact overall balance. Some of the major changes that occur
in the aging neuromuscular and musculoskeletal systems include a “loss of
elasticity in the tissues, decreased bone density, and a decrease in muscle
mass and strength” (Franco et al., 2012). Routine physical activity is
important to combat these effects of the aging body. Therefore, Yoga on the Wii
Fit may be applicable to the lifestyles of the elderly.
It is important to note that about forty
to fifty percent of elderly people who fall down and are admitted to a hospital
will next be admitted to a nursing home (Franco et al., 2012). According to the
World Health Organization, a routine and regular physical practice is essential
for older adults in order to prevent against diseases and disability. Some of
the physical activities recommended by WHO include walking, cycling, household
chores, games, sports or planned exercise. The use of “interactive games
through virtual reality can be, therefore, considered as a form of physical
activity and this way should obey recommendations related to period and length
of practice, to bring the desired benefits to the health of the older person”
(Molina, 2014). According to the directives of the Global Recommendations on Physical
Activity for Health, it is recommend that older people practice at least one
hundred and fifty minutes of moderate physical activity or at least seventy
five minutes of vigorous physical activity over the course of one week (Molina,
2014). Yoga on the Wii Fit may be successful in engaging the elderly to
integrate physical activity because it “involves tasks that combine physical
and cognitive demands in an attractive and challenging way, interactive games
may represent an option that is both viable and well-accepted by older people,
thereby expanding the therapeutic strategies” (Molina, 2014). Difficulties with
balance that create a high risk of falling amongst older people are a main
reason why elders cannot safely remain living independently in their homes (Franco et al., 2012). Poor
postural control is one of the major risk factors for falling so this is
typically the focus of training in fall prevention programs. These types of
programs, however, suffer from low therapy adherence since prevention is the
goal. To provide a fun and motivating training environment for the elderly,
exercise programs at home such as yoga or balance games on the Wii Fit may be
essential training tools (van Diest et al., 2013). However, it is important to
note that the Wii Fit game was not created for the sixty and older population
(Franco et al., 2012).
CONCLUSION
Yoga on the Wii Fit by Nintendo was
intended to make fitness possible for anyone in any home. The applications of
this technology have stretched further than the makers of the Wii Fit ever
imagined. The tools that improve one’s balance and postural control have
beneficial uses in the elderly population In order for older people over the
age of sixty five to prevent a fatal fall, they must adopt a greater on regular
exercise, balance, flexibility and strength training. Yoga on the Wii Fit is an
easily accessible, very encouraging, and fun tool for achieving this type of
training. Although yoga on the Wii Fit is a very different experience than doing
yoga within a yoga studio, yoga on the Wii Fit is an impeccable tool to utilize
in order to improve personal fitness and balance. Yoga on the Wii Fit may have
more implications in society than encouraging basic fitness for everyone, yoga
on the Wii Fit may also have the potential to improve the health and well-being
of disabled populations such as the elderly.
References
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