A video that combines exercise activity with a game-like format, such as bowling, tennis, or soccer, is called exergaming. In other words, exergaming is technology-driven physical activities like video games, which necessitate physical activity or exercise from the player to enjoy the game.
The goal of exergaming:
An Exergame is a type of exercise where players combine a workout routine with a game activity (monitoring body movement and movement response) for a workout that focuses on interactive fitness. Using a modified exercise bike is an example of a well-liked exergaming exercise method. Exergaming is commonly referred to as “virtual exercise”; however, “virtual exercise” isn’t usually interactive. And exergaming typically requires participant interaction with interactive technology.
Exergaming can combine cardiovascular and muscular activity into a fun activity for participants. Players can compete with other players who may be virtual counterparts while exercising indoors (particularly beneficial in bad weather). Players can quickly switch between interactive games, avoiding boredom, diversion, or irritation from repetition in their exercise routine.
Exergames and gamification learning:
Exergames and gamification have been steadily gaining popularity in the fitness industry thanks to the explosive growth of at-home exercise and enormous technological advancements. It’s not a brand-new craze, either; in 2008, Nintendo released Wii Fit, a interactive fitness game with yoga, aerobics, and strength training. This led to it becoming the third best-selling console game in the world because it was convenient, inexpensive, and versatile.
Fitness effects of gamification and exergaming
Before we continue, let’s look at how exergame can benefit you and your business. Retention is one of the biggest challenges in the fitness industry; clients begin with all the enthusiasm in the world but drop off the radar when they hit a plateau in their development. You can use various strategies and tactics to reduce stress and maintain high retention rates, including personal training, gym buddies, and community-based motivation and accountability. But did you ever consider making exercise enjoyable? When people enjoy what they are doing, inherent motivation persists longer and is more robust.
Gamification incorporates game-based elements like points, badges, and music into an immersive workout experience. Additionally, it adds short-term objectives to every exercise. While trying to escape a horde of zombies, improving your personal best on a 5k becomes much more exciting, and a dance lesson feels more meaningful when you reach the next level.
The products’ quality, ease of use, and the variety of ways a facility can use them have all improved thanks to technological advancements. Health clubs, after-school programs, kids clubs, hospitality, rehabilitation, entertainment, sports performance, and schools are among the top industries in our current list of the finest solutions. The ranking may sometimes be in a different order. The ideal goods to achieve your goals will depend on several factors; speak with one of our qualified experts for a customized assessment.
After-School Activities
Children aged 7 to 14 make up a sizable portion of the clientele of health clubs, daycare facilities, YMCAs, Park Districts, Community Centers, Boys & Girls Clubs, Salvation Army, and other non-profit organizations. The appropriate setup is a designated area with various interactive fitness technologies that you can use for many purposes. Group classes, teen competitions, homework prizes, parent-child activities, circuit training, and active competitions are all possible.
For this space, we choose one item from each category (Wall product, floor product, cycling, dance, brain games, immersive).
With its immersive gameplay or StepManiaX with its proven engagement for all ages, the new T-Wall would be an example of an impact product. Any visitor to the T-Wall is guaranteed to leave with a pleasant impression, and users will keep returning because of the entertaining, dynamic gameplay.
As an illustration, consider the following: Active wall game/touch wall, StepManiaX, Reaction pro, glow hands climbing walls, TrailBlaxer, iDance, iStep, and more.
Groups, Schools, and Education
For students to be actively engaged, interactive fitness + games + technology is a surefire solution. Thousands of children worldwide have benefited from Exergaming solutions.
As an illustration, consider the interactive playground on Lu, Twall, and the multiplayer dance and step games in sports.
Early Childhood Area, Daycare, and Kids Clubs
We prefer to promote movement for the younger age groups and use engaging graphics to capture the children’s interest. Hand-eye-foot coordination and educational fun are also significant points of emphasis. We also prefer straightforward goods, convenient to choose interactive games from, and take up little room when not in use.
Interactive Projection, like the MagixFloor, is a product with impact. It is an all-in-one design that connects to the ceiling and projects several gesture-based games onto the floor. The system starts with 30 games, and you can add more at any time from a growing library of more than 100 titles. You can use that floor space when the system is off.
For instance: Cardiowall compact, Beam EyePlay, glow-in-the-dark climbing walls, TrailBlaxer, and more.
Family Exercise
The goal is to have one product that offers an engaging, visually stunning, and interactive experience.
Examples include the Lu interactive playground, virtual reality exercise activities, augmented climbing, and more.
Crossfit, personal training studios, and health clubs
If a club that offers functional training does not use fitness technology to improve its program, they are losing out. Playing a competitive game is the best thing you can do to inspire a community. These products will immediately impact your club, regardless of whether you are playing to raise your score, as a team, or just for some lighthearted motivation. Your members will be astonished by the workout they receive and the cognitive advantages of the interactive games because you have to move to play.
The Reaction Pro Trainer has an impact because of how easy it is to use and how entertaining the gameplay is. It is designed to be used and abused by people of all ages and abilities since it is constructed like a tank. You may practice dozens of exercises on the T-Wall and integrated games or make your own workout plans.
Reaction Pro, Pro-X, Nexeresys, and other examples
Sensory rooms, special needs
This area includes Autism, ADHD, Behavior integration, Sensory processing, Down syndrome, and other cognitive issues, much as the medical market usage.
Due to their ease of use and fun gameplay, Active Game Wall and Reaction Pro Trainer are impact products. You can make your programs or do various exercises, such as memory games.
For training in mobility, stamina, balance, cognitive function, and the brain, some examples include Touch Wall, MagixFloor, CardioWall Compact, and Reaction Pro. You can add a competitive element to your group lessons with a live scoreboard that tracks metrics like heart rate. Exergames are a great way to motivate your family to give each class their all. Call or connect with us right away to learn more about interactive games.