Physiogames, LLC is a for-profit company that was founded to advance the adoption of video exergames by sedentary,
obese and overweight children, by providing a means for them to get exercise by playing active video games (exergames).
About Physiogames
A sedentary lifestyle is linked to many health problems,
including diabetes, heart disease, and obesity. Active games attempt to offer a solution by encouraging players to be more physically active through the use of entertaining media. We present a framework for a series of AI-based motion capture exergames (video
games) with a customized, social gaming experience with the potential for longterm
engagement and measurable physical benefits.
Active video games are not a panacea for eliminating childhood obesity, but they are a means of encouraging sedentary children to get measurable physical activity that they might not get otherwise. In a country where childhood obesity is rampant, this will make a significant difference in obesity rates and in reducing healthcare costs related to childhood obesity.
What is an AI-based motion capture exergame?
Exergames, sometimes called active video games or exergaming, use the player’s physical activity as a form of engagement. Exergames often track the player’s
motions and translate them into in-game activities using motion-sensing technologies like accelerometers. These games are made to give players a fun and exciting method to begin moving.
Implementing game design and mechanics in non-game contexts, like education, healthcare, and fitness, is known as interactive gamification technology.
Interactive fitness strives to boost user engagement, motivation, and participation in non-game tasks by including game-like elements like point systems, progress tracking, and incentives.
Exergames use interactive gamified technology to make exercise fun and engaging, promoting participation and long-term adherence to training programs. Some of the traits of these games include:
Personalized and Adaptive Experiences
AI can analyze a user's motion data and performance to dynamically adjust the
difficulty level, provide real-time feedback, and tailor the exergame experience
to their individual needs and abilities. This personalization and adaptability can
enhance engagement, motivation, and efficacy.
Accurate Motion Tracking and Analysis
AI-powered motion tracking can precisely capture and evaluate the user's
movements, enabling detailed analysis of exercise form, technique, and progress
over time. This data-driven approach allows for more effective guidance and
optimization of training programs.
Immersive and Engaging Gameplay
By integrating AI with technologies like virtual reality (VR) and augmented reality (AR), exergames can create highly immersive and engaging gaming environments that make exercise feel more like play. This gamification aspect can increase motivation and adherence to fitness routines.
Accessibility for Users with Disabilities AI can be leveraged to design exergames that are accessible to users with motor function impairments or disabilities, by amplifying slight movements, distinguishing control gestures from exercise movements, and accommodating wheelchair users.
This promotes inclusivity and enables physical activity for diverse populations.
Treatment Planning and Outcome Prediction In physical therapy settings, AI can assist in treatment planning, clinical assessment, and predicting outcomes based on motion data analysis.2 This can lead to more targeted and effective rehabilitation programs tailored to each patient's needs.
Social and Competitive Elements
AI can facilitate social interactions and friendly competition within exergames,
tapping into human motivations for social engagement and goal
achievement. This can foster a supportive community and increase long-term
adherence.
Childhood obesity is a preventable condition where a child is significantly overweight relative to their height, age, and sex. This is measured using body mass index (BMI), a ratio of weight in kilograms to height in meters. BMI in children is expressed in BMI-for-age-weight status categories and is tracked on the Centers for Disease Control and Prevention (CDC) “growth charts” we see during a pediatric well-child visit. The CDC defines obesity in sexspecific, BMI-for-age-weight percentiles:
• Overweight: children between the 85% to less than the 95% percentile
• Obese: children in the 95th percentile or greater.
The World Health Organization (WHO) defines overweight and obesity in agebased categories.
What is childhood
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If you love video games and an active lifestyle, we want to meet you! Join our team and help us promote health through fun.