Gamified Youth Fitness Apps

The Owl Fitness Tracker is Designed to Turn Exercise into a Game

'Owl' is a Kickstarter-funded fitness band and accompanying app that helps children stay active by turning exercise into a game. In recent years, there has been a growing push to use technology as a way to keep children active. This app gamifies exercise in order to keep children engaged and entertained.

Owl is a fitness tracker and app that gives children a platform to set activity goals such as counting their steps. When they reach their goal, kids earn virtual points that can be used to buy food for their owl.The more consistently the child exercises, the happier the virtual owl will become. The idea is to use the concept of the virtual pet as an incentive that will encourage children to develop healthy lifestyle habits.

By turning exercise into a game that children can relate to, Owl gives parents a new tool for keeping kids active.
Trend Themes
1. Gamification of Fitness - More fitness apps and wearables will incorporate gamification to increase engagement and physical activity among youth.
2. Virtual Pet Incentives - Virtual pets and incentives will continue to be leveraged in health-tech apps to motivate children to make healthier lifestyle choices.
3. Tech-enabled Child Health - Child health-focused startups are developing new tech products that aim to keep young people healthy and active, such as fitness trackers and gamified apps.
Industry Implications
1. Healthcare - Health-care companies can incorporate gamification and incentives into child-focused products and apps to promote healthy living and physical activity.
2. Gaming - Video gaming companies can explore opportunities in the wellness market by integrating fitness and health programs in their games.
3. Education - Educational institutions can leverage fitness-centered gamification to encourage activity and wellness among students, especially in lower school grades.

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