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Monday, May 19, 2008

O.K., Avatar, Work With Me

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Women, parents, even nursing-home residents have been drawn to the Wii’s simple evocations of games such as tennis and bowling. The Wii has become the best-selling game machine of the current generation, selling more than 25 million worldwide, and remains scarce on store shelves across the nation. Now Nintendo’s latest brainchild, Wii Fit, could send similar ripples through the home-fitness market. Scheduled to be released in North America next week, Wii Fit is not meant to replace a gym. But in a world of $3,000 elliptical machines and $150-an-hour personal trainers, it has at least a chance of becoming a global, affordable, mass-market interactive home-fitness system. (On its overseas debut last month, it became one of the fastest-selling games ever in Britain.) Exercising with Wii Fit is like having a Bob Harper or a Denise Austin who talks back — gently cajoling you through exercises, praising, nudging, even reminding you to eat a banana once in a while. It also lets you see how you stack up against friends or family members; each user creates a cartoony avatar called a Mii. The system costs $90, plus $250 for the basic Wii console. It uses a television and a sensitive “balance board” placed on the floor to present a few dozen activities, from push-ups to yoga, to more entertaining challenges like balance games and aerobic contests. Nintendo is not aiming Wii Fit at people with a serious exercise regimen. Rather, it is meant to appeal to the person busy with work and family who just wants to have fun getting a little toned at home. Believe me, I could use some help. As a video game journalist, I live in a world where Buffalo wings, potato chips and jalapeño poppers are considered food groups. The closest I get to serious exercise is flopping around at concerts like a lumpy, overeducated flounder. Then again, most Americans aren’t really in great shape either. So I felt I could reasonably reflect the broad mass market (if you will) in testing whether a silicon coach has the potential to rescue millions of Americans from decrepitude. To help me evaluate the system, Thursday Styles recruited two fitness professionals, an avid exerciser and one work-at-home parent to try Wii Fit at the Chelsea Piers sports complex in Manhattan. Here is what we thought:
THE MULTITASKER Shira Weiss, a 33-year-old mother of two who works out of her home in Teaneck, N.J., as a publicist for small businesses, wants Wii Fit because it fits both her lifestyle and her doorway. Before having the kids, I used to work out every day — I belonged to a gym — but now it really only when I have a chance,she said. Let me put it this way: I clean with vigor. I like aerobic exercise and would like a treadmill. But we tried to get one, and the door of our house was too narrow. It just wouldn’t fit, and my husband was like, ‘Forget the treadmill.
She eyed the 12 by 20” Wii Fit board. “But this could work,” she said. Wii Fits almost 50 exercises are divided among four categories: strength training, aerobics, balance games and yoga. Each user creates a personal profile, including a potential weight loss (or gain) goal. The system tracks a user’s weight and body-mass index as well as their performance on individual exercises. To help prevent novices from overextending or frustrating themselves, only a few exercises are initially available in each category; more advanced activities are unlocked only after completing simpler options. Ms. Weiss found her groove in Wii Fit’s aerobics section. She proved a quick study with the hula hoop game (gyrating in circles), before finding her long-sought treadmill replicated in the running game. In Wii Fit, running does not use the board. Rather, the user puts the TV-remote-size Wii controller in her pocket or hand and runs in place while the motion-sensitive controller serves as a pedometer. On screen, the user runs through a bucolic park while a pacesetter beckons the player onward. For longer runs, users can watch television while the Wii tracks their progress.

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