Learning How To Try, With the Help of the Kinect

At some point in high school English class, they teach you about the difference between passive and active voice. The active voice, it is said, places the subject and noun such that you can immediately tell who is performing an action. With the passive voice, the subject is acted upon—for example, “The boy kicked me”, versus, “I was kicked by the boy.” It’s an important rule, in it ensures that our language accurately reflects the responsibility and attributes the action-taker in a direct way. The passive voice, meanwhile, hides the responsible party behind language.
These concepts have practical application outside of their use in writing and extend to other areas of our life. Active versus passive can describe the ways we think, our approach to problem solving, and our ability to make an effort. It can describe the initiative we take, or don’t, and whether or not we hold ourselves accountable to our own actions.
As a writer, the rule is one that I used to ignore—however a sentence appeared on the screen, it was staying that way. I didn’t put much stock in the impact it would have on the audience. But as I grow older, I’m realizing my refusal to recognize this simple structure is related to the way I have dodged a proactive approach to my own life. My circumstances have not been the result of deliberate effort but, rather, letting life happen to me. And the difference between my success and failure has come down to not knowing how to try.
That may sound reductively simple, but to make an effort requires a set of internal boundaries that provide a person with a sense of structure. That structure determines our ability to impose limitations on our own behavior, and to maintain it, and if that framework is not established during key developmental phases as a child, you really suck at adulthood. Going back and trudging through those developmental phases is hard, and even harder without the malleable prefrontal cortex of youth.
Back in 2014, when I wrote my first piece for Polygon, I was getting close to having figured it out. After reaching a threshold of frustration with my physical health, I was finally exercising regularly, with the help of Dance Central, and starting to see some improvement in a few of my symptoms. Several times a week, I’d fire up the game in the privacy of my own home, and quietly struggle through the basics of movement that so many others take for granted. Over time, I regained some mobility.
But while I did make some gains, it never seemed to crossover into the abilities I expected. I kept waiting for a major breakthrough with my muscle mass and endurance but it never came. As I plateaued, I blamed my poor circulation and abysmal eating habits and lost interest. But by the time I got back around to it a few years later, I was a different person. A few rounds of cognitive behavioral therapy had given me the ability to focus and maintain consistency, and more than that, an ability to actually make an applied effort. Once again, I picked up the latest Dance Central game and, this time, a copy of Zumba Fitness: World Party for the Xbox One, deciding to switch back and forth between them as my boredom and muscle soreness demanded.
The difference in those experiences illustrates what my problem had been every other time I tried to get in shape. Dance Central:Spotlight, for example, has the series’s signature tracking system, which allows for more complicated moves by outlining and isolating key body parts and using visual cues to correct your positioning. It requires a level of spatial awareness that tones the muscles but doesn’t allow for a lot of mistakes. Zumba Fitness: World Party, meanwhile, is easier on the tracking, but the pacing is more intense. Trying to keep with the professional trainers on-screen is a workout in and of itself. It’s forgiving on form, which adds a freedom of movement, letting you work harder without worrying about missing a step or losing points.