• Introducing MovinGame

    Healthy lifestyle for kids

  • Forming New Habits

    to fight obesity

Habit building - adapting technology and neuroscience to create sustainable healthy lifestyles in tweens

 

  • Battling obesity in children

    1 in 3 American children and adolescents are overweight and 17% are obese. This number has more than doubled in children and quadrupled in adolescents over the last 30 years.1 Obesity and overweight in children increases the likelihood of:

    • - Stroke2, high cholesterol, and high blood pressure3
    • - Insulin resistance and type 2 diabetes4
    • - Cancer (breast, colon, endometrium, esophagus, kidney, pancreas, gall bladder, thyroid, ovary, cervix, and prostate, and multiple myeloma and Hodgkin’s lymphoma)5
    • - Fatty liver disease, gallstones, and gastro-esophageal reflux4,6
    • - Joint problems and musculoskeletal discomfort7,6,8
    • - Breathing problems, such as asthma and sleep apnea9,6,10
    • - Social and psychological issues like stigmatization and poor self-esteem11
    • - Depression and impaired social, physical, and emotional functioning12
    • - Behavioral problems and issues in school13,14

    Children who are obese are more likely to become obese adults15,16
  • What we do

    We employ 3 components: behavioral science, physical science and technology. Daily habits are created when a task is repeated over time in a specific setting, causing an automatic response. Termed "cause and effect", these habits can either be good or bad. Bad habits are hard to break, and even the best motivational program is ineffective if not repeated consistently, with positive and consistent rewards. The program must not only change the person's desire to become healthy, it must also encourage action to be taken. MovinGame™ uses this principle along with physical science of nutrition, exercise and other attributes of pediatric health to develop its app platform, which encourage habit-building activities through an engaging and social approach in a non-threatening evironment, which feels more like a game than work.

  • How exactly does our technology lend to healthier lifestyle in kids?

    We employ a mix of mobile technologies, augmented and mixed reality with fun physical activities to create an app that the kids will not only be motivated to take part in, but won't be able to put down leading to additional healthy behaviors learned forming new healthy habits.

  • “Because of the increasing rates of obesity, unhealthy eating habits and physical inactivity, we may see the first generation that will be less healthy and have a shorter life expectancy than their parents."

    - Former Surgeon General Richard Carmona

MovinGame™ will change

the way parents and educations view children's health!

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How does MovinGame™ work?

MovinGame is developing a mobile app based on virtual characters which will encourage children to perform recurring activities in real life. All of the activities will be engaging and will include augmented and mixed reality games. Children will receive recognition for the effort they exert in performing these activities. Parents or guardians will be provided with tools to assist everyone in their family in becoming healthy.


Developing healthy habits

At MovinGame™, our approach to shaping health behavior in preteens is influenced by the recent rise in mobile technologies, including augmented, virtual and mixed reality (AR, VR and MR) technologies. MovinGame™ uses AR/VR technology to amplify the theory behind habit modification in children. MovinGame™ is an omni-channel platform which uses neuroscience and data on nutrition and exercise requirements, as well as recommended feedback for various behaviors, to enable mobile, augmented and MR games geared towards healthy lifestyle creation, one desired behavior at a time. The habit building process is transformed into a more engaging, social, immediate and rewarding situation for maximum success.

To increase its capabilities, MovinGame™ uses mobile phone features like geolocation, movement, light sensors, pedometers, heart rate monitors, microphone, speakers, and the camera. All these can be used for establishment of positive habit-forming cues when they are activated. MovinGame™ will enable an industry of lifestyle apps for building healthy habits in preteens for multiple channels, including mobile devices, game consoles (like the Xbox), wearable devices (like FitBit and AR glasses), and VR glasses (such as Oculus Rift). App and game developers have many options through the MovinGame™ platform:

  • - App engine – establish the correct way to present feedback for a desired behavior modification, e.g. badges, recognition, social support and occasional reward once behavior is well established.
  • - Nutrition and exercise data for preteens – recommended approach for educating preteens about nutrition and recommended forms of exercise.
  • - Ability to create apps/games that will run cross-platform with relatively low amount of effort.
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The MovinGame™ platform creates an environment in which games are used to cue children into making healthy choices. As 40% of our daily behaviors are habitual, eventually decisions regarding behaviors such as drinking soda, picking a healthy cereal, going to bed on time, and eating lunch and dinner at the dinner table, will become automatic. The road to this lifestyle is rooted in building these habits, which, as testified by many parents around the globe, is not an easy task. MovinGame™ is a tool for app and game developers to create apps and games that promote creation of good habits in children, leading to a healthier lifestyle. To show the initial capability of our platform, we are developing an augmented reality app to combat consumption of soda drinks among preteens for testing on a focus group, and then a larger group resembling our target population through a limited beta test. We plan to develop apps delivered through additional channels, such as Google Cardboard, Oculus Rift, and a wearable device to facilitate development through our platform for those channels as well. The final vision is to create a market of apps based on solid scientific approaches all working towards a common goal of a healthier next generation.

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How do I know if MovinGame™ is right for me (individual) or my clinic (therapy providers)?

- MovinGame™ is aimed at individuals with obesity, particularly children, anyone wanting a more enhanced workout regime in a virtual reality setting with a support network on demand can benefit from MovinGame™.
- MovinGame™ as a therapy tool is perfect for practitioners, clinics, and hospitals specializing in weight-loss and childhood obesity.<
- MovinGame™ can be the best solution for patients where traditional weight-loss regimes did not work, especially when the patient lost interest quickly or lacks motivation.
- MovinGame™ is perfect for individuals who work in high-stress sectors or positions, as just a few minutes playtime can be used to enhance energy levels and positivity at the most needed times of the day.
- The positive effect of MovinGame™ is essential for individuals who would like to reestablish their self-image by encouraging them to apply their newly learned skills in the real world, increasing participation in team sports and other activities they previously avoided.
- MovinGame™'s unique application in the goal-based reward system, and adjusting desires for prohibited foods, can be applied to other issues, such as general lack of motivation, self-esteem and confidence, and much much more!
  • "We manufacture our products with the utmost care and dedication, we check carefully the process from our hands to your home."

    Yael Tamar Marketing

    Adi Ben Nesher Behavioral science

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VR holds great potential to enhance treatment adherence:

Having coaching delivered via programmed avatar rather than a live person ensures reliable treatment delivery.

The immersive experience can engage participants more fully in the treatment process, thereby enhancing treatment reception - VR users have been found to increase their physical activity after their avatar has done so. This finding suggests that the operation of vicarious identification processes can mediate the generalization of healthy behaviors from the virtual world to the real world.

The VR environment offers unparalleled opportunity to enhance treatment enactment. New behaviors such as portion-size estimation and balanced meal selection that are learned during treatment and are essential for weight regulation can be rehearsed in the virtual environment until they become habitual. As proficiency develops, new self-regulatory challenges (e.g., palatable treats, negative interpersonal events, positive social cues) can gradually be introduced until exposure to these provocative cues can be tolerated without temptation to overeat. With repeated practice and skill at making healthy decisions in the virtual environment, the patient’s growing sense of self-efficacy should support generalization of new healthy behaviors to real-world settings. In turn, having access to the VR environment gives patients a safe zone in which they can practice overcoming eating challenges that they find insurmountable in the real world.

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Have a few questions? Of course you do. We've got answers!

Who can MovinGame™ benefit?

- Initially, MovinGame™ will be available in clinics and hospitals for treatment of childhood obesity.

- We hope to expand MovinGame™ to in-clinic and at-home settings in the near future.

Can I get involved?

- MovinGame™ is always looking for input and assistance.

- If you're a practitioner, clinic, or hospital and want to test MovinGame™ yourself or with your patients, let us know.

- If you're an individual and would like to assist in improving MovinGame™'s features and effectivity, please get in touch.

- If you're a private organization or individual who would like to invest in a groundbreaking and cutting-edge technology in the medical and VR world, and would like to know more, please contact us.

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