Gamified Fitness: A New Era
I recall gripping the Wii controller, my palms sweaty, as I awkwardly tried to follow along with the “Womanizer” routine in Just Dance. Back in the late ’80s, physical activity was just about my least favorite thing. But everything shifted when my family was among the early adopters of an interactive gaming system.
At just 10 years old, grappling with my not-so-flattering physique, I thought, why not use that living room space to play Pump Up the Jam instead of torturing myself with team sports? Fast forward 15 years, and the world of “Excelgaming” has truly taken off. Fitness has transformed dramatically since my days of stumbling around in front of an awkward television screen.
Transitioning from Screens to Sweat
Now, the market is bursting with apps, consoles, and all sorts of gadgets that turn workouts into games. It seems people might be more likely to stick around for these fun options. “The future of gamified fitness is incredibly exciting,” says Dr. Dominic King, who directs the esports medicine program at the Cleveland Clinic. “We’re moving toward a reality where devices like watches and headsets work together to adapt difficulty levels in real time, reward positive habits, and make working out feel more like an adventure than a chore.”
That’s pretty significant, especially considering that only about one in four adults—and one in five teens—meet the CDC’s recommendations for physical activity.
Gaming is woven into the fabric of American life, with 61% of individuals aged 5 to 90 playing video games for at least an hour each week. Despite the usual criticism of video games promoting a sedentary lifestyle, experts argue they can actually motivate people to move. “Mobile games like Pokémon GO or Pikmin Bloom encourage exploration, turning the real world into a playground,” Dr. King elaborates. “Suddenly, instead of just scrolling through your phone, you’re tracking steps, distance, and finding new things.”
High-tech fitness companies are pushing this idea even further, integrating gaming features into their exercise equipment. For instance, with the ergatta rowing machine, users can transform their workout into an adventure, targeting goals based on power and speed within a 3D environment on the screen.
And there are cycling apps, like Louvi and Zwift, where riders navigate virtual courses that mimic real or imagined locations, with the bike adapting to the resistance based on the digital landscape.
“With virtual reality, your entire body becomes part of the gameplay,” King explains. “Whether you’re slashing at targets in a rhythm game or boxing, you’ll find yourself crouching, lunging, and reaching. It’s surprisingly effective, especially for those who dislike the traditional gym scene.”
Yet, these devices come with challenges. Many require ample space for movement, which isn’t feasible in tiny homes. The immersion of wearing a headset can lead to losing awareness of your surroundings, raising the risk of bumping into walls or furniture.
Marrying Gaming and Full-Body Fitness
Enter the Omni One. This full-body VR gaming system, priced at $3,495, merges a headset and controller with an omnidirectional treadmill, allowing users to move naturally in any direction while remaining stationary.
“We consider this the Peloton for gamers,” says Virtuix founder and CEO Jan Goetgeluk. Users have lauded it as one of the best VR devices, noting its intensity.
“My calves have always been a big issue. I couldn’t get them to grow… now they’re torn,” Brian Canfield, an Omni One user, remarks.
“Don’t forget your towel,” advises David Peterson, 35, who relies on the Omni One for his fitness. “You’re going to sweat, even without trying.” The device features a concave octagonal base and a special overshoe that allows the foot to slide back and keeps users centered while they walk or run. A harness ensures safety and eliminates the need for a large workout space, minimizing fall risks.
After just a few minutes on the Omni One, my heart rate spiked. Brian, 44, noted, “It’s like walking on a Stairmaster since you’re always on a slight incline.” He added, “Initially, I managed 10 or 15 minutes before it became too tough. Now, it’s normal for me to cycle for two to two-and-a-half hours.”
Calories, Cardio, and Real Results
The Omni One game store boasts over 30 titles created for the system, and you can also connect it to your PC to access games on SteamVR. Once I donned the headset, I was captivated by the stunning graphics. While exploring virtual versions of places like the Grand Canyon and Times Square, I could feel multiple muscle groups being activated, and the special overshoes tracked my movements.
Canfield holds the step record for the Omni One, with over 1.25 million steps logged in just 10 months. He remarked, “I struggled with my calf development, and, well, now I have a torn calf.” Research shows users can burn as many as 700 calories per hour depending on how intensely they play. One user shared that the VR system helped him break through a weight loss plateau, shedding 40 pounds in just four months.
Excel Gaming for All Ages
This September, the Omni One became available for purchase using Health Savings Accounts and Flexible Spending Accounts, which allows eligible buyers to use pre-tax dollars for devices.
“This is a truly unique gaming system designed for immersive experiences,” Goetgeluk notes. “The prospect of burning calories while gaming is hugely appealing, especially to parents eager to get their kids moving.” A study conducted in 2020 examined the effects of the Omni Pro, designed for obese children ages 8 to 12. Two 15-minute VR sessions were monitored for heart rate, perceived exertion, and enjoyment. Notably, two-thirds of participants found active VR games more engaging than traditional workouts like running or cycling.
Personally, when I tried out a Virtuix survival game called Dead Zone, armed with a machine gun and sword, I raced through thrilling landscapes. Despite being no gamer, I left feeling exhilarated, totally hooked—something I hadn’t felt on standard gym equipment. After 45 minutes, I was sweaty and my feet ached, yet it was incredibly fun.
Fun, but With Challenges
That said, the Omni One isn’t flawless. The learning curve can be pretty tough; some postal workers gave up after mere minutes. It typically takes about an hour to get used to it, which Goetgeluk likens to ice skating. Simple movements like moving backward or laterally were tricky for some. Two colleagues reported feeling motion sickness while using the headsets, although Virtuix’s engineers noted this occurs often with VR systems.
Nonetheless, hardcore gamers in our office are big fans, and many think that newcomers would happily invest in the Omni One as a fun way to stay active at home. After all, it’s way more exciting than just jogging on a treadmill.
“Video gaming releases dopamine, and fitness triggers endorphins,” Canfield observes. “It’s a mix of two different happy chemicals hitting my brain simultaneously.”





