Cyberbike was a valiant attempt to sell a full-sized exercise bike as a peripheral device. At the end of the day the bike was decidedly too flimsy for serious prolonged use, and when the Wii and Wii U did away with Gamecube connector sockets that all but spelled the demise of the future of the bike. But it was a gutsy product timed just at the tail end of the peak of the exergaming craze, and for those of us who got one it still transforms old Wii and Gamecube titles into great exercise games.
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Like Bryant, Donnelly cites Konami's Dance, Dance Revolution, an active game that made headlines when it was released, then quickly began gathering dust in many households. But even if people do stick with exercise games like Wii Fit, he says, the time typically spent using them is rarely enough to make a difference.
It's that feeling that you're playing a game -- not working out -- which is at the of exergaming's popularity. "We look at exergames as stealth exercise," says Medina. Whether a player fires up a dance game or a boxing app, they're "getting exercise without realizing it," Medina says. And studies show that given the choice between active or passive exercise games, players tend to choose active ones.