Tag Archives: Fitness

Peddle Faster to Fly Your Unicorn: Could VSports Cause Unintentional Fitness?

In three decades of video gaming there have been some very odd on-screen instructions. The Grand Theft Auto series introduced a controversial healing mechanic, and in PS3’s 2010 title Heavy Rain players were encouraged to “press x to Jason [sic]”, however being instructed to pedal in order to start your unicorn must now be a close contender. It’s also fair to say that very few eSports or sit-down video games will draw much more than nervous perspiration, or perhaps the dreaded Nintendo Thumb some of us used to suffer when attempting to finish seemingly impossible titles like Battletoads (which if played with two players was actually impossible). The Nintendo Wii was the first mass-market gaming platform to show the potential for video games to help users truly exercise, and the motion controllers and uses beyond sedentary gaming were a major selling-point over seemingly superior competing products. The majority of users eventually grew to see the Wii Fit as a novelty workout video with interaction, and slowly consoles were retired in garages, ignored and eventually abandoned like so many gym memberships. Few of those Wii Fit owners have looked back since.blog1

As the VR industry has grown over the last two years a new form of exercise has emerged – Vsports. In this instance, the user is immersed in a 360 degree 3D world, transforming a session on an exercise machine into a totally different experience. Often complaints of reluctant joggers is that running through the streets of Balham is hardly exciting, and thudding on a treadmill whilst watching Simon Cowell’s latest autotuned starlet in the gym is drastically worse. What about running along the banks of the River Tiber whilst chasing rogue legionnaires, or indeed, flying a pedal-powered unicorn? The latter has been made possible by VirZOOM, a company so sure of its product that they are targeting their marketing directly at lapsed gym bunnies. My own aversion to jogging is the lack of competition and the abstract nature of lonely cardio exercise, however a gameplay element and opponents, both virtual and real, will push me the extra mile. Interestingly, in a 2016 CONTEXT survey of EU consumers, sport was the gaming category which excited them the most for VR, with 1 in 5 respondents expressing an interest; this could now mean sport in a very physically-active sense.

For those of us in the ICT industry who have been lucky enough to try VSports at events such as CES, general consensus is that this could be a big category for VR, both at home and in larger installations. As an analyst, I am frequently asked where the opportunities for VR lie for the channel, and VSports offer both a B2B and consumer market. Health technology is persistently strong in terms of sales, and the industry is accustomed to disruptive technology and wearables. Moreover, gyms have long been a customer of AV installers and resellers: almost all gyms contain dozens of TVs and LFDs. The sanitary aspect of VR headsets has not been missed by start-ups, with companies such as VR Cover popping up to sell washable VR peripherals.

Perhaps the most interesting example of the convergence of games, VR, and VSports is the phenomenon of accidental exercise. My own serendipitous encounter with VSport was whilst playing Knockout League on the Oculus Rift/Touch recently. After over an hour of shadow boxing I removed my headset to discover the sort of sweat I’d expect after a 5km run. I’m not the only industry professional to accidentally work out during a normal gaming session: Job Stauffer, Telltale’s head of creative communications recently announced that he’d lost over 50lb playing a VR game, in this case Sandboxing. For those of you in the channel who have routes to the healthcare verticals and are also lucky enough to be distributors or resellers of one of the high-end VR HMDs, my advice is to start some serious conversations about the new categories of VR Fitness Devices and Accessories.

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by JW

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Filed under Connectivity, gaming, Mobile technology, virtual reality

Wellness is Wearables

by Theo Gibbons

Following our previous posts, which pitted Microsoft’s Band against Apple’s Watch, we turn this week to the theme of wearables and wellbeing. ‘Wellness’ was once a straightforward matter of kale concoctions, Pilates posturing, and Whole Foods foraging. No longer. Wellness is wearables. Wellness is big data.

Why? Well, amongst much uncertainty as to what, exactly, wearables have to offer, wellbeing and health have emerged as key value propositions.

The pitch goes something like this: ubiquitous wearable sensors are set to revolutionise healthcare by providing real-time, ongoing, and personalised data points; health professionals will be able to gain a complete picture outside of clinical settings and adjust treatment plans accordingly; individuals will be able to acquire new perspectives on their relevant behavioural patterns (think diabetics learning about how their dietary habits affect their blood glucose levels).

Indeed, Microsoft argues that its Band’s real value is realised through Health, a “cloud-based service that helps you live healthier by providing actionable insights”, drawing in information from “a variety of devices and services to give you insights into your entire day across nutrition, work, fitness and rest.” And it’s already a crowded market. Several tech companies are vying to develop the health tracking ecosystem of choice: Google Fit, Jawbone UP, and of course, Apple HealthKit all propose to bring together data from your favourite apps and hardware.

Wearables are growing up, graduating from glorified pedometers to bonafide health tracking devices. As Fitbit’s CEO, James Park puts it: “there’ll be a next big leap in benefits once we tie into more detailed clinical research and cross the hurdles and dialogue with the FDA about what we can do for consumers and what’s regulated or not.” Apple’s ResearchKit is already on the way to achieving just that. An open source framework that aims to bring iPhone owners and medical researchers together, it pushes the scope of wearables into new territory. Indeed, several big-name medical studies are already under way, establishing Apple’s sensors as research grade.

Success in this field would bring huge rewards, enabling tech companies to tap into a multi-billion health market (some $6.3 billion are spent each year on blood glucose test strips in the US alone). What’s more, the chronically ill make for a loyal customer base. It isn’t like they can just decide to drop their wearables on a whim. And even for the healthy, unifying ecosystems such as the Apple HealthKit inaugurate a new era of intimacy and dependency, capturing ever more of our bio-digital identities.

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Filed under Big data, Mobile technology, Smart Technology, Wearables