“…In addition to these research-focused applications, the past decade has borne a number of commercial fitness gaming systems, such as Konami Dance Dance Revolution, Sony EyeToy, Nintendo Wii Fit, and Xbox 360 Kinect; all claim to make video gaming a more healthy and active experience. In addition to promoting general health and wellness in broad cross sections of the population, specialized applications have been developed for the purposes of stroke rehabilitation [9,11,18,38,43], physical therapy [28], mental health care [46], increasing nutrition knowledge in low-income communities [22,23,24,25], and chronic disease management for conditions such as diabetes, cystic fibrosis, and asthma [5,10,33]. Despite the creation of research and commercial systems aimed at promoting positive lifestyle changes, it has been difficult to effectively integrate them into a typical K-12 school environment.…”