Week 11 - Reading: Amusing Ourselves to Life Flashcards
How has media culture shown a significant shift over the last 6 years?
- Towards promoting health and fitness through gaming technologies
What did public health officials previously say about video games?
- Criticized for contributing to physical inactivity and obesity
How has the view of video games shifted in recent times?
- Marketed as solutions to health problems they were once blamed for
What are the factors driving the change in the media’s portrayal of video games?
- Technology advancements
- Media coverage
- Consumer interest fueled rise of exergaming
What have exergames received limited amounts of despite their growing popularity?
- Scholarly attention
- Critical, sociological perspectives
What was the research question of the reading amusing ourselves with life article?
- Their impact on fitness consumerism
- Promoted Subjectivities
- Potential benefits/problems
What do exergames represent?
- New era of fitness consumerism
What is the new era of fitness consumerism characterized by?
- “bio-games” & “bio-play”
What do bio-games merge?
- Health and Entertainment
How are Bio-games and Neoliberalism related?
- Bio-games promote self-care through market-driven amusement, aligning with neoliberal governance
What did Wii do for the fitness genre?
- Revolutionized gaming with its motion-sensing technology
How did the success of Wii Fit change the market for fitness-oriented games?
- Expanded it
- Targeting more diverse demographics
How did companies like Nintendo expand the gaming audience?-
- Targeting women and older adults in fitness games
What common features do exergames have?
- Stylish gameplay
- Customization
- Risk Metrics
- Surveillance
- Discipline
- Expertise
Explain Risk Metrics in Exergames
- Assess fitness and cognitive performance using standardized metrics
- Framing deviations as risks