if you are from At a certain age, you’ll remember the first time you felt so sweaty playing a video game, and not because your brother was wrestling you for the console. Instead, it will become Nintendo’s avatar We SportsOr resend tennis or swing at a virtual golf club. Or maybe you’re practicing your Konami-style dance moves dance dance revolution.
First-generation exercise games, sometimes called “exergames,” were intended to encourage increasingly sedentary children and teens to exercise with the same screens that keep them glued to the couch. It also turned out to be fun and quickly became popular with audiences of all ages.
Now, game developers, fitness manufacturers and app designers are eager to tap the home fitness market expected to grow at a compound annual growth rate (CAGR) of 7.8 percent from 2021 to 2027, according to market research.
As a result, the next generation of exergames promises to level up your workout with 3D graphics, rich stories, and challenging obstacles that will make you forget that you’re playing sports in the first place.
Next-level fitness cycling games
Scheduled to launch in December, a “game-changing” smart bike called the Capti, manufactured by Expresso Fitness, uses Epic Games’ Unreal Engine to provide a video game experience like It is an electronic game And other famous virtual adventures. The first-of-its-kind stationary bike can convert from a bike with fixed handlebars and flywheels to a bike with virtual change steering and resistance that adapts to the terrain and freewheel flywheel to mirror what it’s like to ride outdoors. Cyclists can take lessons in the studio, ride for virtual training, and explore one of three adventure rides.
“Our partnership with Epic Games gives us access to a marketplace of assets and capabilities within the engine, along with a network of more than seven and a half million developers,” says Jeff Veldhuizen, CEO of Capti. “Our vision is to enhance fitness in the metaverse.”
For example, a future iteration of our virtual fitness platform may allow riders to earn V-bucks to spend in a virtual Nike store where they equip their avatar after unlocking certain levels or completing a set of challenges. You can then bring your avatar back and forth across all types of virtual worlds.
Anyone 4 feet 11 inches or taller can ride the bike, making it an option for the whole family. The bike will launch at an introductory price of $2,495 and then retail at $3,495, with a monthly subscription of $34 that covers up to 10 family members.
Peloton also plans to delve deeper into the gaming world when it releases a new game called Lanebreak early next year. Peloton’s fitness platform is deeply rooted in motivational concepts, including leaderboards, five kids’ games, virtual prizes, and streaks for completing challenges. “But this is our first real game that takes advantage of visualizations and real-time scoring systems to reward users for behavior and also create fun and interesting moments of fitness games along the way,” says Bud Intonato, Vice President of Product Design at Peloton.
“We think there is something powerful about the immersive state. You get into a game and forget what you’re doing to achieve some other abstract goal,” says Intonato. “We’re also fans of the gaming industry, and we’re excited about anything that gets more people to exercise,” he says.