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ABSTRACT

Video games that require physical activity in order to play is a common definition of exergames. Products, such as Wii Fit and dance pads, are well-known exergame products targeted to home use. Also exergaming products for professional use are gradually becoming more common in gyms, fitness centers, rehabilitation centers, as well as in activity and amusement parks. A lot of research has been carried out on the benefits that the exergaming products can provide for people of different ages, for example. The results have been promising, and the possibilities of exergaming in the fight against obesity and inactivity have been recognized. New exergaming products are coming to markets in increasing speed. However, the field is still very young, and there is space and demand for new innovations. During the last two years, we have been developing a new exergaming simulator for gym training, exercise testing and rehabilitation. As a next generation exergaming device, the simulator combines various gym and rehabilitation equipment (treadmill, exercise bike, etc.) with virtual environments, games, sports applications, immersive gaming view, and advanced motion controllers. 

KEYWORDS

Exergaming, Athene exergaming, fitness games, games for health, virtual environment. 

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