Nintendo Announces Wii Biofeedback Sensor

By  |  Tuesday, June 2, 2009 at 12:12 pm

wii_vitality2At the Nokia Theater in downtown LA this morning, Nintendo’s E3 press briefing for its new lineup included the expected cast of characters for its Wii and DS platforms. Among the announced products were more than one new Mario game, a new Metroid game, and a new feature for the DS which allows you to edit photos and upload them directly to Facebook. But the most interesting — and least discussed — new announcement was about a hardware accessory for the Wii which provides the platform with the ability to literally take the pulse of the player, while playing.

As shown in these incredibly blurry photos taken at the event, the device that Nintendo execs are calling the Wii Vitality Sensor, looks like a small plastic sleeve into which you slip an index finger. A cable connects the Vitality Sensor to the Wiimote controller.

wii_vitality1The tease for the Vitality Sensor explained that it would give Wii developers the ability to design games that use this type of input—games which can read the player’s physical state in a way that no current-generation console can. In theory, said Nintendo president Satoru Iwata, such an accessory could be used in, for example, a game designed to help the player relax and control his or her heart rate.

While this kind of biofeedback in games isn’t exactly new–especially so for Nintendo, which released a short-lived biofeedback sensor with a game for its Nintendo 64 platform years ago — the timing of the announcement is interesting, when you consider that the other two members of the console maker’s club are expected to announce point-at-the-screen game controllers like the Wii currently uses.

I don’t think Nintendo intends to recreate The Journey to Wild Divine for the Wii, but it isn’t hard to see how, combined with the Wii Fit controller, a heart rate monitor would make a pretty useful fitness gaming accessory. A number of developers have been working on games that use biofeedback to train players to relax. A version of something similar for the Wii — which has already brought huge numbers of casual gamers into the console market — would open up the market for so-called relaxation games to a much broader audience.

 
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3 Comments For This Post

  1. Thuga PT Says:

    What about a suvival horror game that reads your pulse in order to find the best times to scare the hell out of you?
    Can this accessory have a more “hardcore” use than for those casual games of relaxation and fitness? In my opinion this could be used so that games on wii not only make you feel like you’re inside the game, but also so that you’re game feels unique to you, interpretating your biofeedback and better suiting the way the game plays out according to your state of mind.

    Speak your mind! ;D

  2. Austin Says:

    I think that this technology should be incorporated into normal games to add another dimension of control and personalization, to pull you into the game more and make you more personally involved in it.

  3. Michel Says:

    Sounds evil: a game that can tell the best time to scare the hell out of you;-) I prefer this gadget to be used to teach people how to relax, i can imagine it to be very useful in that respect. Even at work, to increase the quality of breaks and the health of employees.

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