Search
Program Calendar
Browse By Day
Browse By Person
Browse By Unit
Browse By Session Type
Search Tips
Personal Schedule
Sign In
X (Twitter)
Nintendos Wii Fit has been one of the most popular videogames in the U.S. ever since it first hit the market in the summer of 2008. This papers examines the cultural and social context that has provided Wii Fit to become popular not only as a videogame but also as a training device. Furthermore, this paper argues how Wii Fit has become a cultural technology of self-governance/self-management and citizenship training in the neoliberal society.