Showing posts with label Interactive Fitness. Show all posts
Showing posts with label Interactive Fitness. Show all posts
Wednesday, 23 May 2012
Saturday, 10 September 2011
Commerical Exergame Buyer's Guide
The Exergame Network is now collecting submissions from manufacturers to enter their exergames in the Commercial Exergame Buyer's Guide.
Submissions are welcome from manufacturers (or distributors with permission on the manfacturers behalf).
The submission form can be found at http://www.surveygizmo.com/s3/628832/Exergame-Factsheet
Submissions are welcome from manufacturers (or distributors with permission on the manfacturers behalf).
The submission form can be found at http://www.surveygizmo.com/s3/628832/Exergame-Factsheet
Monday, 18 April 2011
10% Registration Discount for Games for Health Conference 2011
The 7th Annual Games for Health Conference is gearing up! On May 18-19 join hundreds of game developers, health professionals, and leading researchers to discover, brainstorm, and debate how videogame and videogames technologies can work to improve health & healthcare.
REGISTER TODAY! http://www.regonline.com/gbew2011 Enter BOST11 and get 10% off any registration! A few highlights among the 60+ sessions include:
Day 1 Keynote: "Positive Psychology>Positive Computing>Positive Videogames" by Dr. Martin Seligman
Day 2 Keynote: "The Last Mile Doesn't Have to be the Hardest: Solving Problems Between Games and Health" by Dr. Roni Zeiger of Google
A Featured Talk, "Gaming Your Way to a Healthier Lifestyle" by Shellie Pfohl, Executive Director, The President's Council on Fitness, Sports and Nutrition
A games for health briefing by the Centers for Disease Control (CDC) The detailed findings from "Who Plays for Their Health? Results from Our New Nationwide Survey of Video Game Usage" by Debra Lieberman of Health Games Research
GameShare - A special project developed with Ben Heck!
To see the latest scheduled sessions please visit: http://www.gamesforhealth.org/index.php/conferences/gfh-2011/sched201-block/
For up-to-date conference information please visit: http://www.gamesforhealth.org/index.php/conferences/gfh-2011/
THREE DAYS OF EVENTS...
May 17 Pre-conference Events & Workshops
* Out & About II : Mobile Serious Games http://bit.ly/oaa2011
* Ludica Medica I : Game-based Medical Modeling, Simulation & Education http://bit.ly/lmedica
* Enabled Play : 4th Annual Games Accessibility Day http://bit.ly/enabledplay
May 18-19 7th Annual Games for Health Conference Five Tracks of Content:
* Open Content Tracks
* Exergaming & Active Gaming
* Congitive & Emotional Health
* Sensorimotor Rehab
* Nutrition & Games
* Social Games & Virtual Worlds
Also make sure you are at The Exergame Network session while you are there! This session will unveil the evolution of The Exergame Network (TEN), the first ever international exergame advocacy, that was started in June 2008.
Learn about how TEN grew using social media sites from a simple discussion group on the professional social media site LinkedIn into a diverse resource and advocacy that has the attention of the world's online press.
We will discuss the various projects undertaken by the membership, i...ncluding a unique rating system for consumer exergames, worldwide exergame "Skype" conference calls and the active gaming Awards. The Exergame Network's mission statement and advocacy methods will be shown, including both the successes and the failures that challenge the free group.
Founding members of TEN will represent the group, sharing insight into the methods of collaboration and highlight the spirit of the exergaming community that sustain the group from their passion and freely donated time.
Speakers for TEN: Richard Coshott, Lisa Witherspoon and Brett Young
The session can be found on the Games For Health website at http://www.gamesforhealth.org/index.php/conference/sessions/the-exergame-network-a-report-on-our-progress
Monday, 21 March 2011
The Active Gaming Company Launches Interactive Fitness Industry Leading Concept
BOSTON, MA -- The idea of active gaming being used as a means of physical education, learning and a tool in the fight against obesity is no longer a concept looking for proof. The use of active gaming has been proven by numerous medical studies and the research shows the benefits. The challenge is to decide on what products to use and how exactly to use them. This is the opportunity that was seen by The Active Gaming Company.
Formed by industry professionals and long standing relationships, The Active Gaming Company is positioned as a leader in the space. The knowledge of fitness, technology, design and manufacuring will prove to be a great differentiator for this company and a clear advantage for their clients.
"This unique business model makes us very different. We are not a typical distributor housing other companies' products and offering them for sale with little knowledge of the inner workings and support challenges. In fact, we design, manufacture and sell our own products as well as assist our partners in these areas. It allows us to better understand and support the products that we work with. This translates to a better overall experience for our customers. This is not the wave of the future, It's is happening today", said Gary Florindo, CEO of The Active Gaming Company
This fun, engaging and quantified concept creates an environment for positive health changes and delivers long-term sustainability as they look to make a major impact on the growing epidemic of obesity and inactivity on a global scale, focusing on childhood obesity and its morbid effects not only on current generations, but on the next generation of our children and adults as well.
Official Website:
About The Active Gaming Company:
The Active Gaming Company implements the world’s best technology driven products that combine physical activity, learning and social skills into proven “Active Gaming Rooms “. This fun, engaging and quantified concept creates an environment for positive health changes and delivers long-term sustainability as we look to make a major impact on the growing epidemic of obesity and inactivity, focusing on childhood obesity and its morbid effects not only current generations but more specifically on the next generation of our children.
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