- Using gamification to combat lack of exercise: how 'The Trck' is redefining fitness
- What is gamification?
- Alexander Zverev and VR training: neuroathletics as a game changer
- Wearables and AI: Why data quality is the next big issue
- AI and language: how technology is globalizing sport
- SportsTech and AI: an opportunity for innovation and efficiency
One of these is "The Trck". Its CEO Marcus Meyer explains: "We want to use the power of gamification and exergaming to create a completely new kind of fitness experience - one that is based on fun, engagement and social interaction." The approach: "The Trck" platform combines the best elements of video games and fitness, creating a dynamic environment where users are motivated by fun, goal-oriented challenges. Rather than focusing solely on the functional aspects of training, it focuses on human emotion, motivation and community - elements that are designed to keep people engaged. Marcus Meyer's strategy sounds simple:
With "The Trck", Meyer also wants to reach people who don't get enough exercise. And that's almost a third of all adults - around 1.8 billion people. This has significant consequences for health and costs the healthcare system an enormous amount of money. Recently, the proportion of inactive adults worldwide has increased - by five percentage points between 2010 and 2022. If the trend continues, according to a recent study by the World Health Organization (WHO), the proportion of inactive people is expected to climb from the current 31% to 35% by 2030. An alarming trend. Even if, according to the WHO, Germany is one of (only) 22 countries that are on the right track. In this country, only around twelve percent of people are not sufficiently active. Nevertheless, that's several million people that we want to reach with exergaming. Turning sport into a digital challenge, building a community that enjoys fitness training (again). That is the vision of Exergaming and Marcus Meyer from "The Trck".
Gamification refers to the use of game elements, principles and mechanics - such as points, rewards, leaderboards and challenges - in non-game contexts such as education, work or fitness. The aim is to sustainably increase user engagement, motivation and satisfaction.
Tennis pro Alexander Zverev also relies on training with VR glasses, even if his approach is different. To achieve his goals, the current number two in the ATP world rankings has discovered neuroathletic training for himself. With IMPROVR, Alexander Zverev reported at ISPO Munich, he gets the last few percentage points that make the difference in the end. Even though IMPROVR primarily focuses on the performance skills of top athletes, interest has grown enormously over time. Gamification next level.
Technology is shaping more and more areas of sport. Including the way we plan and document our training. The market for wearables is booming and artificial intelligence (AI) is becoming a fitness coach. However, Prof. Dr. Peter Düking from the Institute of Sports Science at TU Braunschweig warns that what may be a relief for laypeople should always be viewed with skepticism from a sports science perspective. After all, scientific studies have shown that only 3% of all devices record valid, usable data. In other words: with 97% of all devices, you cannot be sure that the displayed heart rate is correct. "This is a situation where we really need to improve," says Düking. The results of a study by TU Braunschweig into the extent to which AI can create a training plan for endurance athletes using ChatGPT are also interesting.
Conclusion: Little information leads to an insufficient and unusable result. However, the more information you provide to ChatGPT, the better the training plan will be. Nevertheless, the plan is not perfect in the end. Düking reassures all trainers who see their profession at risk due to AI:
A few months ago, a video of Lionel Messi went viral. The Inter Miami CF superstar speaks perfect English at a press conference - even though the Argentinian usually only speaks Spanish. This is made possible by AI. Not a deep fake, because Messi was real. Only his language was AI-generated. What may seem strange at first glance, shows at second glance the enormous potential of AI (alone) in the sports industry. Much greater than Messi will ever be. Where sporting events have perhaps only been produced in one or two languages in the past for financial reasons, AI can break this up in the future and reach more fans and open up new markets.
But should we be afraid of this development? A clear no! Tobias Matern, Senior Solutions Architect at Amazon, advises media, entertainment and sports organizations. Matern has deep roots in the sports industry and is confident about working with AI:
One person who also knows the sports business well is Greg Nieuwenhuys, CEO of Mammut and Wattbike. Nieuwenhuys has been coming to ISPO Munich for 15 years and appeals to the industry:
It took almost 60 years for electricity to reach 100 million people. For social media giants such as TikTok or Uber, it took around 1 year. ChatGPT took a whole 2 months. Even though this development is progressing rapidly, entrepreneur Nieuwenhuys does not see it as a threat:
Learning by doing is his motto. Trying things out, gaining experience and ensuring "quick wins" in the company. After all, AI will be relevant for the entire sports business, whether it's broadcasting, clothing or improving the performance of athletes. "As long as the technology is used responsibly by the right people, we don't need to worry," says Nieuwenhuys, looking positively to the future with AI.
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