This chapter analyzes the role of videogames in exercise. “Exergames” hope to increase the interactivity demands of videogames, such that players may reach the levels and rates of activity required for a workout, thus replacing a sedentary leisure activity with active leisure activity. Exergames must inspire their players to move, but they also must inspire them to want to move. In doing so, these games both adopt existing rituals and practices form other domains, like sports, and establish new ones unique to videogames. These games both simulate and create the social rituals that make players want to be physically active.
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