How to Keep Exergaming Interesting
Among the exergaming fraternity there is a common problem; How can we keep exergaming fun and interesting for long enough for the activity to be effective? It's a problem for exergaming in general, but not for Gamercize.
I'm still unsure of what the answer is for other exergaming equipment. May be there is no answer for them? I really don't think a game controlled by exercise will ever be as appealing as the latest console titles. I think the lack of control makes fitness games frustrating, the exercise is distracting and I just don't want to play the same old game over and over.
Gamercize, on the other hand, delivers exergaming in a totally opposite way; We leave full control with the player, hide the exercise effort and support the latest titles. I know this answer to "how to keep exergaming interesting" is the right one.
As an example, take the game Halo 3, which is fully supported by Gamercize. The statistics speak for themselves. On launch day of Halo 3, there were 2.4 million matches played online. That was in September 2007. Yesterday, January 2009, 16 months on, the number of matches played online was 2.1 million. That's the sustainable element you don't get with fitness games that you do get with Gamercize. By the way, when Halo 4 comes out, Gamercize will support that too.
I think the only way to make exergaming engaging is to join forces with the video game industry, which last year was sized at $21 billion in the US - four times larger than the fitness industry. Gamercize joins forces with the video game industry, every console and any game are supported. Games are more fun than exercise, maybe the word "exergaming" puts the wrong part first? I know which is the right way round, and what should come first.
If you need any more proof of the gaming power behind Gamercize, then here is my all time favorite YouTube video to explain, in song:
'Exergaming' is the tech solution for fitness fatigue - Body & Soul
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The other workout game changer has been virtual reality (VR) tech. Last
year, the global VR fitness market was valued at $165 million, with a
projected c...
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