Reflection Week 3&4

October 3, 2018 – Cheba


Gamification

Today, we’re at a point where we can literally walk into our living rooms and enter a virtual reality gym experience from our television screens. For a couple years now gaming has shifted it’s marketing audience towards people seeking healthier habitual activities. One of the more popular examples is the XBOX Kinect. As explained in this video below, the XBOX Kinect has developed numerous way to keep people active right in their living rooms as well as keeping them connected to their physicians, therapist and trainers through workouts and therapeutic exercises.

For those who aren’t completely familiar with the definition of gamification it is the application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.

Gamification aims toward inducing engagement and raising levels of motivation. For many reasons this is a huge advancement in the field of health. It’s suitable for all ages and the best part is it doesn’t require any gym memberships, transportation back and forth to gyms and it can easily become mobile if one decided to change locations.

One of the most recent developments  in terms of gamification is the Black Box VR (Virtual Reality). As mentioned in this article the VR programmers have been determined to “creating the world’s first virtual reality gym experience. You’ll step into a Black Box VR boutique gym and immerse yourself in a whole new way to get fit that will make you never want to visit an outdated gym again.[…] Your actual speed, strength, and endurance will help you win, making it more like a futuristic sport than a video game.”

 

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