Yoga

Wii Yoga: A Good Way to Introduce Tweens to Yoga?

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When I taught at the yoga dance camp for teenage [mostly] girls a month or so back. I opened with a general introduction, and then asked the room how many people had tried yoga before. About half the hands in the room went up for the 14-16 age group. When I asked where, most had tried yoga in gym class. Awesome!

For the younger group, 12-14, about half went up as well. When I asked where, a lot said gym. One girl, however, said "I do it at home on my Wii!" After ascertaining that, yes, Wii yoga did count, about 5-8 more hands went up. Therefore, because of the Wii generation, more of the younger group had done yoga than the older group.

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This, frankly, made me feel incredibly out of the loop. The fact that Wii has a yoga program registered on my radar, and then passed on by. I don't think I gave enough credit to this "game." After teaching at dance camp, I came to the realization that many of my new students may, eventually, have had their first exposure to yoga be with a Wii. How can I accept this experience as valid and beneficial, but maybe see the practice as more than a game or fitness program?

As I understand it, part of Wii fitness has you weigh yourself. While that can, for some, be a benefit of yoga, others will find benefits without weight loss. After Wii-ing, I hope it isn't seen as a detriment if in -person yoga classes aren't a weight loss program. I also hope doesn't create a generation that sees yoga as an exercise class and has a hard time getting past that. Many of my older students coming to yoga for the first time talk about stress reduction, inner peace, and relaxation; will the new generation?

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No one I know has a Wii. I've never tried it for anything. Has anyone else? If so, any advice on how to be a better yoga teacher to the Wii generation, looking for points instead of peace?

For those as in the dark as me, the video is a sequence from Wii. So, for today's sequence, we're going meta-digital! Yeah!