Can Augmented Reality Save Generation Z?

Posted: December 15, 2014 in Uncategorized

Obesity is (literally) one of the biggest issues in the U.S. and seems to be most prominent among today’s youth, which is arguably the most-wired and technologically inclined generation in our nation’s history.

Meet Gen Z – kids born right after the dawn of the 21st century. Plugged into the walls of their homes by computers and sedentary video game consoles; According to a CDC study, one-third of American kids are overweight, with 47% predicted to become obese by adulthood. Although technology can be identified as the root cause of this epidemic, instead of simply taking away their phones and electronics, technology – augmented reality in particular – might also be the cure in jump starting an immobilized generation.

Augmented Reality (AR) is the process in which information or imagery is superimposed in real time over the user’s point of view of the real world. Conventional health and fitness methods such as calorie counting and baseball are unable to engage kids in physical activity as they fail to connect with kids or fit in with their lives. With AR, kids are given a more enhanced experience with health and fitness so that it is more exciting and that kids would want to be engaged.

Move Gaming Outdoors:

Believe it or not, Gen Z actually wants to go outside, they just want it to be fun while they’re doing it. Through AR, Z’ers are able to layer mysteries, stories, and puzzle solving over unpredictable environments. here are a few examples:

  • Zombies, Run!: An app where the player is guided by a helicopter pilot into escaping a zombie apocalypse in the form of a 5 km race.
  • Ingress: A complex sci-fi story game where players must physically travel to virtual markers in order to make progress.

Today, kids are learning to collaborate with each other through Google Docs at the age where they should be learning cursive. So if you see a preschooler playing on a tablet or iphone, don’t be so surprised, 72% of kids under 8 have used a mobile device to either play games or consume media. While technology has turned most Americans into overweight consumers of information, AR has offered the chance for technology to become more mobile and as technology mobilizes, so will people.

For more information, here’s the link:

http://www.wired.com/2014/12/augmented-reality-save-gen-z/

 

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