The idea of mixing video games and physical training is not a new idea in the least. Dance Aerobics got gamers going with the Power Pad in the early '80s, the DanceDanceRevolution series has been getting gamers out of their seats for a decade and several EyeToy titles (particularly EyeToy: Kinetic) have had conditioning benefits. Leave it to Nintendo, however, to package Wii Fit in such a way that it busts the fitness game market wide open.
Now, the Wii has been something of an example of "active" gaming since the beginning, with Wii Sports producing a myriad of gesture-filled get-togethers with friends and the occasional destroyed television. Wii Fit, by contrast to the spastic flailings of Wii Sports, is actually concentrated on exercises designed to help users lose weight and meet fitness goals, not unlike the gaming equivalent of a yoga video. America (and the world in general, it seems) is always on the lookout for the next fitness gimmick, and Wii Fit seems to fill that void quite nicely.
We got physical with Denise Kaigler, vice president of corporate affairs at Nintendo of America, who gave us the blow-by-blow on Wii Fit.
"We've seen Wii Fit resonate with everyone from core gamers to people who have never before used a video game."
Consumers get Fit
According to the NPD, Wii Fit was the third best selling game overall in the month of May. The game was the second best selling Wii title, behind only Mario Kart Wii. Overall, the game sold 687,700 copies in America during the May period.
"We are very pleased with the positive consumer response to Wii Fit," responded Kaigler. "Millions of people worldwide are using it to combine fun and fitness and to become more aware of their fitness levels."
Of course, the success story for Wii Fit doesn't begin and end in the United States. Wii Fit reached the one million sales plateau in Japan alone in just over a month of availability, surpassing two million in sales by the end of May in that region. The title also had a high level of demand in the U.K., with Chart-Track claiming it to be the sixth fastest selling game of all time.
Of course, despite the high worldwide demand, the release of Wii Fit has not been without its hiccups. For one, just like the Wii (which Nintendo has never met demand for in the United States since its release), Wii Fit has been in short supply in North America. Thousands upon thousands were rebuffed in their attempts to find a copy of Wii Fit on launch week, so much so that IDC analyst Billy Pidgeon called it a "missed opportunity." Wedbush Morgan Securities' Michael Pachter theorized that a weak U.S. dollar led to Nintendo shipping in the range of 500,000 copies in the U.S. compared to roughly two million to Europe.
What's this damp sensation under my armpits?
The purpose of Wii Fit is to, ostensibly, get the user into better shape, although users shouldn't expect to get totally fit, if you ask Nintendo legend Shigeru Miyamoto. The game comes packed with exercises that are classified as yoga, strength training and aerobics, with feedback provided by the Wii Balance Board that comes standard with the game. The fitness aspects of Wii Fit mean that the game appeals to a large demographic of people, from soccer moms who want to shed a few pounds to core gamers intrigued by the possibilities of the Wii Balance Board.
"The Wii Balance Board is an unprecedented new game accessory that appeals to a broad range of consumers. It's exciting for long-time players and easy and fun for newcomers," described Kaigler. "It also provides developers with a new creative user interface for their development toolbox. We know there are a number of third-party developers working on new games and applications that will make use of the Wii Balance Board."
"There is great potential appeal for the expanded audience-including those who've never played games before and for those looking to get a start with fitness," she continued. "We've seen Wii Fit resonate with everyone from core gamers to people who have never before used a video game."







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