As someone who frequently views the daily medical headlines, the recent release of Wii Fit was hard to miss. This latest addition to Nintendo’s Wii gaming system takes player movements and converts them into 3-D actions on the screen. It's an exciting glimpse into the future fads of virtual wellness.
The premise is a video game that aims to improve health by increasing overall fitness level and weight tracking. It comes with a balance board, a flat rectangle about the size of two scales side-by-side used to measure weight and sense overall balance based on where pressure from the feet or hands is applied. The system allows you to enter your height and age, then takes your weight from the balance board to determine your level of health using a generally reliable indicator, your body mass index (BMI). By tracking your BMI, as well as fitness and agility levels, over time you are able to track progress, both personally and compared with family members or friends that use the system.
Activities offered on Wii Fit include strength training, aerobics, yoga and balance. By following the character on the screen, you can get an adequate workout as well as a healthy dose of good ol' family fun. It's great. It has been shown that things that hold people accountable (food diaries, log books, online journals) really seem to inspire. Combine that with the potential for competition and fun, and I think Wii are onto something.
The Good:
- Connection. The Wii is one way to bring the family together. I can remember being a kid when Nintendo came out. My dad, brothers and I would settle in front of the television after dinner to conquer the next level of that month's hottest game. What a great way to spend an evening as a family, whether in competition or working as a team; laughing at dad because he isn’t very coordinated and marveling at how a 3-year-old can figure out the controller.
- Activity. The Wii holds a clear medical advantage here over competitors that merely encourage a child to sit in zombie land for hours. The rule should be clear that if the Wii is on, it can only be played standing. The novelty wears off, leading to just a flick of the wrist. If they are going to play, the full motions should be carried out.
- Coordination. Wii Fit can offer not only hand-eye coordination, but also body control and improved core strength.
The Bad:
- Not the only connection. This should never be the sole source of family time. Board games, puzzles and card games provide the same high-quality family time and are often more mentally challenging.
- It’s inside. Don’t forget about the importance of vitamin D from sun exposure, the appreciation for nature, breathing fresh air and rolling in the grass.
- Screen time. Even though it’s activity, it's still screen time for the kids and that should always be limited. Two hours is a good goal for kids overall (less when under 2), including computer, television and video game time. It’s unhealthy to focus on one set point for too long. Be sure to encourage reading and outdoor activities in addition to this avenue.
- Age-appropriate. Adults should view all aspects of the system first to ensure their little ones won't hear or see anything that they wouldn't let them watch on television or say at the dinner table. No game should be played unless approved by a parent. Also, the game system should be in a common, open room of the house. This way there is no sneaking extra time, playing games they should not be, and it increases family time.
In general, Wii Fit and the Wii revolution can have a great role within a healthy family. But, like many things, it's best used in moderation. This system should be viewed as a replacement for a yoga or aerobic DVD and only one of hundreds of ways to spend quality time with the family. If you're one of the thousands struggling to get your hands on one, remember, Christmas is always just around the corner.

