Figures show average Wii Fit player used Balance Board four times in a month. Has Nintendo failed?
When Shigeru Miyamoto first thought up the concept for Wii Fit, he began by tracking his diet and weight loss on a graph, a pastime he imagined the majority of Wii Fit consumers would buy into with a Balance Board and a sprinkling of Nintendo magic. However, one month after Wii Fit's launch in North America, figures show that the software has been played less than four times on each console.
The latest data comes from the Nintendo Channel (which gathers the statistics from players who have given permission for their time spent exer-gaming to be measured). They reveal that the average Wii Fit user has logged just 8 hours and 25 minutes of playtime, and only 3.8 sessions. These numbers don't look good for a game that is supposed to encourage daily workouts and help people track the state of their health, especially if Nintendo has totted up the total of multiple Balance Board users per machine.
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The data is, of course, somewhat skewed by the fact that not everyone has opted to have their Wii Fit use recorded, and also by the length of time players have owned the software (although on this latter point, given nearly all Wii Fit stock was snapped up on the day of its release and has been near-impossible to find ever since, we can assume that most have had Wii Fit in their homes for close to four weeks now). Nevertheless it doesn't make fantastic reading, and only adds fuel to the argument of those who have dubbed Wii Fit's presence as a throwaway fad from the beginning.
The situation may improve as 2008 further unfolds, but that the typical Wii Fit owner has used a $90 USD product defined by many as a revolution in exercise for only around 505 out of a possible 43,829 minutes in a month (a notable proportion of which is spent flicking between menus instead of working out) isn't a great sign at all.
The phenomenal sales of Wii Fit mean that no one can deem it an unsuccessful business venture (Nintendo's $40 million promotional budget made sure of that), but in more personal terms, has Wii Fit made as big an impact on the wellbeing of the nation as many predicted it would? 15 minutes a day, we suppose, is quarter an hour more than a lot of players were exercising before...
http://www.balanceboardblog.com/2008/06/figures-show-average-wii-fit-use-is.html
What do you guys think? Have they failed? too early to judge?
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