The sounds like an interactive platform/network like myspace combined with a Nintendo Wii community, and a stronger focus on sports, right? People exercising in a virtual environment and competing with others in the same gym/around the globe. Sounds like an exciting, if somewhat yet-to-be-fleshed-out idea. I would also like to know more about the social impact besides just getting people together. I could imagine this to be a tool to bring people from different communities together in a virtual environment or allow disabled people to make new experiences, but the need for expensive machinery etc. is quite a catch. What do you think?
Jasper Nicolaisen
Free University Berlin
University Challenge
Your characterization of the environment could be right, there are actually a number of permutations of it, all with slightly different emphasis, and/or markets.
My vision for ther 1st version is based on something like this:
a stripped down 'cardiovascular health club'
add PC's,
minus the endless weight equipment and mirrors,
add a social/cafeteria/nutrition section ?
So the cost structure and pricing might look a lot like a $99 pm health club, but with monthly dues reimbursements by employers and health insurance companies, with verification of the 'healthy behavior'. The more verified exercise activity from the user, the greater the reimbursement. Ultimately it ought to be free to active users.
We have already developed a prototype application called Fitclub on what might be referred to as the 'technology platform', which is essentially PCs attached to exercise equipment. You can see a complete description of Fitclub on our website at www.Pantometrics.com. You can also see Fitclub as a finalist in the Ashoka/Changemakers competition called "Why Games Matter: A Prescription for Improving Health and Health Care".
However,
1) We need to have more games for the exercise equipment platform, and
2) Developers want their games to target platforms that are already in the hands of millions, and
3) Health clubs are interested in selling memberships, not in promoting exercise, and
4) Health care and insurance don't pay people to be healthier (yet), only to treat disease.
So we will have do some vertical integration in order to create a new kind of service that promotes exercise activities by making them fun, and attempts to get reimbursed from healthcare stakeholders for verifiably improving peoples health, thus preventing disease rather than treating it.
As for the social networking, the things that come to mind are:
1) Group-oriented, exercise spin classes, in 'multiplayer' virtual terrains and virtual cities.
2) Racing others in real-time, both locally and later, remotely across the internet.
3) Workout buddies, exercise program collaborations, exercise leagues, sports competitions, inter-school competitions, obesity/diabetes/cancer event promotions, team games, social games, multiplayer online roleplaying games, instant messaging and email, and a few others.
The primary social networking driver is to ceate environments that give people good reasons for interactions.
Hi Mark,
I was intrigued to read your entry, but not sure I completely understand it. It sounds like it is a technology platform? Can you clarify this a bit more. Also, I am really interested to understand more about how you will create a social networking element with the exercise platform. Finally, is the social impact that you are seeking limited to getting users more physically active or are there other impacts that you expect will occur?
The sounds like an interactive platform/network like myspace combined with a Nintendo Wii community, and a stronger focus on sports, right? People exercising in a virtual environment and competing with others in the same gym/around the globe. Sounds like an exciting, if somewhat yet-to-be-fleshed-out idea. I would also like to know more about the social impact besides just getting people together. I could imagine this to be a tool to bring people from different communities together in a virtual environment or allow disabled people to make new experiences, but the need for expensive machinery etc. is quite a catch. What do you think?
Jasper Nicolaisen
Free University Berlin
University Challenge
Jasper:
Your characterization of the environment could be right, there are actually a number of permutations of it, all with slightly different emphasis, and/or markets.
My vision for ther 1st version is based on something like this:
a stripped down 'cardiovascular health club'
add PC's,
minus the endless weight equipment and mirrors,
add a social/cafeteria/nutrition section ?
So the cost structure and pricing might look a lot like a $99 pm health club, but with monthly dues reimbursements by employers and health insurance companies, with verification of the 'healthy behavior'. The more verified exercise activity from the user, the greater the reimbursement. Ultimately it ought to be free to active users.
Mark Martens, President
Pantometrics, Ltd
Ziba:
Your confusion is understandable.
We have already developed a prototype application called Fitclub on what might be referred to as the 'technology platform', which is essentially PCs attached to exercise equipment. You can see a complete description of Fitclub on our website at www.Pantometrics.com. You can also see Fitclub as a finalist in the Ashoka/Changemakers competition called "Why Games Matter: A Prescription for Improving Health and Health Care".
However,
1) We need to have more games for the exercise equipment platform, and
2) Developers want their games to target platforms that are already in the hands of millions, and
3) Health clubs are interested in selling memberships, not in promoting exercise, and
4) Health care and insurance don't pay people to be healthier (yet), only to treat disease.
So we will have do some vertical integration in order to create a new kind of service that promotes exercise activities by making them fun, and attempts to get reimbursed from healthcare stakeholders for verifiably improving peoples health, thus preventing disease rather than treating it.
As for the social networking, the things that come to mind are:
1) Group-oriented, exercise spin classes, in 'multiplayer' virtual terrains and virtual cities.
2) Racing others in real-time, both locally and later, remotely across the internet.
3) Workout buddies, exercise program collaborations, exercise leagues, sports competitions, inter-school competitions, obesity/diabetes/cancer event promotions, team games, social games, multiplayer online roleplaying games, instant messaging and email, and a few others.
The primary social networking driver is to ceate environments that give people good reasons for interactions.
Let me know if this helps.
Mark Martens, President
Pantometrics, Ltd
Hi Mark,
I was intrigued to read your entry, but not sure I completely understand it. It sounds like it is a technology platform? Can you clarify this a bit more. Also, I am really interested to understand more about how you will create a social networking element with the exercise platform. Finally, is the social impact that you are seeking limited to getting users more physically active or are there other impacts that you expect will occur?
Thanks for participating in the competition.
Looking forward to your answers!
All the best,
Ziba