Implementing Active Gaming for Senior Citizens at Your Health Club

Senior Games: Seniors have been playing virtual fitness games at retirement communities for years. Will health clubs join them in the game?

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Getting More Active

Although some club owners are reluctant to invest in the Wii trend, others are pouring anywhere from $1,000 to $20,000 into active gaming machines. Unlike the Wii, which is geared toward residential use, these machines are designed for commercial applications, such as health clubs, and they take active gaming to a new level.

This concept — which blends a gym with an arcade — is already in more than 25 states nationwide, according to one active gaming manufacturer. Many times, club owners set aside a room for the active gaming equipment, just as they would design a facility with a Pilates studio. To draw in seniors, some club owners are inviting Silver Sneakers members to work out in the room at a designated time.

While buying the active gaming equipment and setting aside a specialized room is a significant investment for a club owner, it's worthwhile in the long run, says Jamie Daum, manager of 7 Flags Express at GreenWay Crossing, a 10,000-square-foot club in West Des Moines, IA. Last November, owners of 7 Flags purchased 12 pieces of active gaming equipment.

"I think a lot of health club owners are still stuck on the resistance and cardio equipment," Daum says. "If they think outside of the box, they will see that this is the direction that exercise is going in. Having an active gaming room shows the value in having a gym membership."

Daum and other experts agree that offering a Wii in a health club is a good option for budget-minded club owners, but that going the extra step and investing in active gaming equipment can give club owners an edge over the competition.

While the Wii fits into the definition of active gaming, it doesn't have the more advanced features of the commercially available machines, says Hansen. Depending on the active game, the skill level requirements may vary significantly. Some active games may require more intense exercise, such as jumping or running in place, in order to play the game. As a result, these games may be less appealing and suitable for seniors, Hansen says.

Many clubs target children and teenagers with their active gaming rooms. 7 Flags Express is no exception, but the club also is attracting seniors to its active gaming room. Adults over the age of 55 comprise about 20 percent of the club's membership, and so far, they have caught on quickly to this trend, Daum says. Although they're often reluctant to try out the room at first, he says that after a short time, it becomes a staple in their workout.

"Our members love it," he says. "We've even had grandparents bring their grandkids into the club to work out together in the room."

Each machine offers a different virtual experience, and users propel the games with their own movement rather than with a joystick or other controller. The club's 250 members can compete in virtual boxing matches or ride bikes on trails — all without leaving the gym.

If the concept draws in enough new members at the West Des Moines club,7 Flags will invest in active gaming equipment at its main location, which has 10,000 memberships, Daum says.

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© 2012 Penton Media Inc.

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