FITSKO Uses Playful Mobile Games to Encourage Fitness For Kids
Alyson Wyers — January 30, 2016 — Tech
This new venture focuses on fitness for kids gives by giving parents the tools they need to keep their children fit, reduce screen time and instil healthy habits in a fun way. European startup FITSKO has a goal of preventing childhood obesity through mobile gaming.
In the last three decades, childhood obesity rates have quadrupled among youth aged 6 to 11, leaving 42,000,000 children obese globally, with one in three obese in the United States. 85% of these will become obese adults, making fitness for kids a paramount priority.
Using sensors, imaging and games, FITSKO tracks health data, which you can use to keep your physician informed. The platform uses real-time rewards to reinforce the adoption of positive behaviors via playful tracker devices.
In the last three decades, childhood obesity rates have quadrupled among youth aged 6 to 11, leaving 42,000,000 children obese globally, with one in three obese in the United States. 85% of these will become obese adults, making fitness for kids a paramount priority.
Using sensors, imaging and games, FITSKO tracks health data, which you can use to keep your physician informed. The platform uses real-time rewards to reinforce the adoption of positive behaviors via playful tracker devices.
Trend Themes
1. Fitness Gaming Platforms - The emergence of gaming platforms that prioritize physical activity and healthy habits, while providing an engaging and fun experience for users.
2. Real-time Health Data Tracking - The use of advanced sensors and imaging to track health data in real-time, allowing for personalized and data-driven fitness solutions.
3. Smart Rewards Systems - The integration of real-time rewards and incentives to encourage the adoption of positive behaviors, improving overall health and wellness outcomes.
Industry Implications
1. Healthcare Technology - The development of technology-based solutions to improve health outcomes and prevent chronic illnesses, leveraging real-time data, sensing and imaging capabilities.
2. Entertainment - The fusion of fitness and gaming to create engaging and entertaining experiences for users that also prioritize physical activity and health.
3. Childhood Education - The use of technology-based solutions in childhood education, promoting the adoption of healthy habits and behaviors, while providing fun and engaging learning experiences.
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