Wii Love A Good Workout
Essay by 24 • May 22, 2011 • 2,914 Words (12 Pages) • 1,259 Views
Writing Project 5: Proposal
* AudienceÐ'--The intended audience of this evaluation are those skeptical of video games. Many older adults are leery of video games and see them as a waste of time.
* PurposeÐ'--The Nintendo Wii console is an exciting new video game console for children and adults that combines critical thinking skills with intense exercise routines that can be enjoyed by the entire family. The audience should be inspired to purchase a Wii.
* I am evaluating the Nintendo Wii, one of the newest next generation video consoles to be released in North America. The Wii is not only a machine for playing video games but is an interactive experience for the user, allowing him/her to become submerged in the video game with its unique interactive controls. By creating a uniquely interactive gaming system, the player is forced to get up off the couch and physically move around to guide their on-screen character. The end result is an amazing workout, something refreshing in a country of couch potatoes.
* AppealsÐ'--I plan to use logical and emotional appeals. As an avid video game player, (I've been playing video games for 22 years) I can intelligently discuss almost all aspects of video games.
* Counter ArgumentsÐ'--Some "hard core" gamers will counter that the Wii is targeted to a younger audience and will not market itself to a more mature audience. While the Wii may be lacking in gory video game titles, it is a family machine that is intended for veterans and novices alike. There are still plenty of games for more experienced gamers to enjoy.
Professor
English 015
April 15, 2007
Wii Love a Good Workout (Rough Draft)
When Nintendo announced the release of their new video game console, the Wii (pronounced we) on September 14, 2006, they claimed it would be the most interactive gaming system ever released, allowing the user to control the movements of their video game protagonist by executing similar movements with a wireless remote control. I will admit I was highly skeptical of the new technology. I am by no means a novice to video games, having been introduced to the Atari 2600 by my dad in 1985 at the tender age of four and gradually honing my video games skills with the release of each new "next generation" system; but the idea of the Wii, a truly interactive video game experience, made me feel a little uncomfortable. Being a 26-year-old male, I felt my generation had been excluded from the Wii's demographics. I was under the impression the system was designed for a younger generation because only a child would have the agility and dexterity to mash a thousand buttons and execute ridiculous super-moves to enjoy the game. How wrong I was. After playing fifteen minutes of the Wii at my younger brother's house, I was hooked and ran out and got one as soon as I could. The truth of the matter is, the Wii is a next generation gaming console that combines classic video game entertainment, critical thinking, and a rigorous exercise routine into one affordable package that is entertaining for a single user or an entire family.
Many "old school" gamers will remember the Nintendo Entertainment System (NES) classic Mike Tyson's Punchout with great nostalgia. The premise was simple, push two buttons as fast as possible to punch your opponent while simultaneously manipulating your direction pad to dodge and weave through your opponent's assault. With the Wii Sports pack, which is included with the purchase of the console, Nintendo has taken the concept of Punchout and increased its interactivity with a revolutionary new boxing game (The Sports pack also includes tennis, golf, baseball, and bowling). Rather than mash buttons to simulate a jab, uppercut, or cross, the desired action is completed after the user performs said action while holding the wireless remote control. It may sound complicated, but it's not. To punch your opponent, simply direct a punch toward the television screen while holding the remote in your hand. Dodging and weaving are accomplished by holding the controllers close to your body and literally weaving front to back or side to side in front of the television screen. For anyone who has never boxed before, the end result is a phenomenal workout. Some Wii enthusiasts have gone as far as posting their weight loss results on the Internet. Mickey DeLorenzo, 25, claims to have lost nine pounds in six weeks without altering his regular diet or exercise routine, which he admits was relatively non-existent, and created a website to document his results. As a sergeant in the Marine Corps, I constantly challenge myself to stay in top physical condition, yet I can honestly say that fifteen minutes of Wii boxing fatigued me as much as a six mile run. It seemed almost embarrassing to tell my friends that I was sore from a video game, but I believe it is a true testament to the Wii's effectiveness. This revolutionary breakthrough in video game technology should cause some parents to re-evaluate their traditional views that video game playing is the sport of couch potatoes and leads to slothfulness. While I don't think the Wii should be used as a substitute to a regular cardio workout, it is an amazing addition to any exercise routine that can be much more fun than a monotonous run.
As a child, my mom constantly warned me that video games were going to "rot my brain". While brain rotting sounds pretty unpleasant, it is no longer parents' primary concern in regards to their children's video games. Many video games have been criticized for glorifying violence as the target audience has shifted over the years from children to teenagers and adults. Swaying from the mainstream, Nintendo has continued to release thought provoking, family oriented video games for the Wii that some researchers believe increase critical thinking skills, motor skills, and hand-eye coordination. According to the on-line magazine, The Register, a study was published in the February issues of Archives of Surgery that showed, "video game skills translated into higher scores on a day-and-half-long surgical skills test." Of the 33 surgeons from Beth Israel Medical Centre in New York, the nine "who had at some point played video games at least three hours per week" boasted "37 per cent fewer errors, performed 27 per cent faster, and scored 42 per cent better in the test". (Haines). With the release of the hit video game Trauma Center: Second Opinion, the
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