The Gamification of Wellness

For the 80% of those non-active Americans who say they choose not to exercise because it bores them; well you’re in luck, exercise has been “game-ified”.  The phenomenon became mainstream when Nintendo launched the Wii in 2006.  The video game console got kids off the couch and active while gaming — simulating the game of tennis, boxing and running.  Sneaky, huh?

Since then the industry has exploded and one of our portfolio companies, HealthTeacher, has developed an interactive game that stimulates the brain and gets kids moving.  Introducing GoNoodle! GoNoodle provides teachers with invigorating brain-break games for their classrooms.

“There’s science behind this,” says Koleman Karleski, Managing Partner at Chrysalis who sits on the Board of HealthTeacher.  “Every minute of student physical activity provides three extra minutes of focus.  Four five-minute games per day translate to 60-minutes of more focused time.  HealthTeacher provides a curriculum to teachers, making learning about health and wellness fun and interactive.”

“Childhood obesity has more than doubled in children and tripled in adolescents in the past 30 years.   Children and adolescents who are obese are likely to be obese as adults and are therefore more at risk for adult health problems such as heart disease, type 2 diabetes, stroke, and several types of cancer,” mentioned Karleski.