Getting Fit On Your Smartphone

According to Mobihealth News, a report by ABI Research shows there will be over 169 million wireless health and fitness devices available by 2017. This largely widens the scope for companies to enter into the health and fitness industry with a rapidly increasing level of related hardware. A large proportion of utilized devices for fitness will be the smartphone.

Further studies by ABI Research have estimated the sports and fitness app market alone to cross $400 million (£248.6 million) from the accumulative 1 billion health related app downloads by 2016. This suggests a strong growth and the potential increase of public participation in fitness regimes and more active lifestyles.

At the present time, smartphones are one of the most heavily used physical devices to aid fitness, however, the accuracy of the data that smartphones can gather has always been questioned. Nevertheless with the addition of external devices that can link up to your smartphone for fitness information, the quality, consistency and speed of fitness information has been drastically improved. While the improvements continue rapid progression, companies have found ways to encourage more and more people into exercising.

No longer do fitness apps hold the image of being a chore and a waste of important leisure time. A number of recent mobile apps have utilized public attraction to gaming and fused the two together. Games like ‘Zombies, Run’ and ‘Missile Wars’ have used gaming to encourage participants to keep active. Zombies, Run created by developers Six to Start, makes running addictive through allowing your character to collect ammo, supplies, medicine and more, while you run. The idea is that the more you run, the more you collect and secure distance from the Zombies.

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