Gamification in fitness
Gaming gets serious
Fitness app Zombies, Run! is a perfect example of gamification in fitness and has sold more than one million downloads since its launch as a Kickstarter campaign in 2011. However, the benefits of gamification were first explored by the health sector Stuart Smith, Professor of Disruptive Technologies at the University of the Sunshine Coast, first became interested in the concept when working with young patients with spinal cord injuries.
These patients were required to undertake many repetitive exercises over a sustained period of time and were finding it hard to stay motivated.
“We asked these young guys what interested them prior to their injury and video games popped up as something that was part of their pre-injury life.
“ So we bought a video game console that had a camera attached to it and could map body movements onto how that player played that game,” says Smith.
Exergaming in the gym
Stomp Fitness in Hobart, Tasmania has embraced the gamification of fitness. Established by Brett Young in 2010, gaming is built into all of the gym’s classes and equipment – be it a boxing game on the punch bag, a dual between two rowers on the paddling machine, or a class where all participants are on dance pads.
According to Young, a key differentiator of gamified fitness is its inclusiveness, as it allows people of different ages and abilities to take part in classes alongside each other.
Commercial use
Australian Company Versus has developed gamified exercise equipment for use in commercial gyms. CEO and Founder Brad Bond has developed technology that tracks multiple people doing a workout in real time. The technology even gives people feedback on their exercise technique, to help them get better results while also reducing the risk of injury.
The company worked with RMIT University’s Sportzedge team to develop the sensor technology in its Smart Exercise mat, which enables the system to track floor-based exercises such as push-ups, sit-ups, planks, burpees etc.
Bond adds he truly believes that gamification is the key to not only motivating existing gym members to push themselves harder, but to also motivate the 85% of the population who currently don’t attend the gym.
Read the full article in eJournal POWERED by Fitness Australia
0 comments