A new report released by the Entertainment Software Association (ESA) and the White House study group, the President’s Council on Fitness, Sports & Nutrition (PCFSN) says that the proliferation and use of fitness video games has grown sharply in the past decade. That's a pretty obvious outcome if you consider that the current generation of console systems have all released popular first-party games that use motion sensing technology of some sort like Wii Fit. Plenty of third-party titles that use this same technology from EA, Ubisoft and others have also helped grow the sector. The report calls this specialized sector of gaming a $750 million a year business.
The report notes that 20 percent of all games released in 2011 were "active games," compared to 5 percent between 2002 and 2007. Active games generated about $750 million in revenues in 2012, and they are expected to drive earnings for the industry through 2015.
"The enthusiasm surrounding active video games is fundamentally transforming how we play and engage in physical activity," said Erik Huey, the senior vice president for government affairs at ESA, in a statement. "Not only is this expanding market segment a promising growth opportunity for our industry, but it is also motivating families to exercise and lead healthier, more fulfilling lives."
The ESA and PCFSN are working together on a new challenge called the Active Play Presidential Active Lifestyle Award (PALA+). The special fitness award encourages kids to be active for an hour each day.
You can find out more about that here.