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Sport meets technology: what we can learn from exergaming, gamification and AI

Sport meets technology: what we can learn from exergaming, gamification and AI

Sport meets technology: what we can learn from exergaming, gamification and AI

Sport meets technology: what we can learn from exergaming, gamification and AI

Sebastian Taprogge

Originally Published Here

Summary

"The Trck" uses gamification and exergaming to tackle global physical inactivity by blending fitness with the engagement of video games. CEO Marcus Meyer emphasizes fun, rewards, social interaction, and community to motivate users, especially the 1.8 billion inactive adults worldwide. With features like leaderboards and challenges, "The Trck" appeals to gamers seeking more physical activity. As inactivity rates rise globally, including a projected 35% by 2030, this innovative approach aims to reverse the trend. It complements broader tech shifts in sport, where wearables, AI, and immersive tools like VR are reshaping how people train, stay healthy, and connect with fitness.

Reference

Taprogge, S. (n.d.). Sport meets technology: What we can learn from exergaming, gamification and AI. ISPO.com. https://www.ispo.com/en/sportstech/sport-meets-ai-gamification-and-more