Fitness video games have grown sharply in the past decade, according to a new report released by the game industry’s trade group and a White House study group. That means that getting gamers to exercise is no longer just a novelty; it’s a $750 million a year business.
The Entertainment Software Association and the President’s Council on Fitness, Sports & Nutrition said that 20 percent of all games released in 2011 were ‘”active games,” or those that required gamers to expend energy aside from tapping buttons on a controller. That compares to just 5 percent during the period from 2002 to 2007.

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