A randomized controlled trial designed to assess the impact of the Zamzee accelerometer and online rewards program showed an average 59% higher rate of moderate-to-vigorous physical activity (MVPA) among 11-14-year-old adolescents over a six-month period. Those using Zamzee also achieved the CDC-recommended 60 minutes of MVPA/day at a rate 4.5 times that of the control group. The study included 448 participants recruited from six urban, suburban, and rural U.S. middle schools.
On the Move! Summer Highlights:
Widely cited as one of the first successful health games, Re-Mission is designed to give young cancer patients a sense of power and control over their disease and help them understand why they must have certain treatments and what those treatments will do. The success of Re-Mission – to date, nearly 200,000 games have been distributed in 81 countries – has helped inspire a whole new category of games for health.
As noted in a recent Reuters article, “gamification” – turning boring, unpleasant but necessary tasks into an online game – is a new way of thinking that is gaining momentum… It's an idea that seeks to use natural human instincts – playing and learning – to help patients to get to know their illness better and adhere properly to treatment regimens or disease monitoring programs.
Re-Mission is based on the vision of HopeLab founder and board chair Pam Omidyar. Early in her career, Pam worked as a researcher in an immunology lab. As a video game enthusiast, she had the idea that a video game for teenagers with cancer might play a positive role in helping them fight their disease. HopeLab researchers worked with video game developers, cancer experts, psychologists, and young people with cancer themselves to create this groundbreaking game.
For more detailed information about Re-Mission, visit hopelab.org and re-mission.net
We last reported that Zamzee had made its official San Francisco Bay Area debut to get the device into the hands of as many middle school-aged kids as possible. Similar efforts are currently ongoing throughout California, and in Hawaii, Illinois, and Georgia. Our Zamzee distribution efforts will continue to expand nationally in 2013, with the goal of reaching the at-risk kids who stand to benefit most.
Zamzee transforms kids’ real-world physical activity, powering an engaging online experience where activity can be redeemed for virtual rewardz (e.g. avatar customization) and tangible goodz (e.g. merchandise, gift cardz) that in turn motivate them to move more.
Zamzee is engaging, and research shows it works. In addition, there is significant anecdotal evidence that the whole family becomes engaged with Zamzee when a teen brings it home. For every kid who receives Zamzee, the impact of the experience can be amplified by as many as 2-4 additional family members.
Zamzee: Go more, get more… What’s your more? Biking, hip hop, challengez, something elz?