Zamzee is a social enterprise on a mission to help kids and their families make physical
activity a fun part of daily life. Originally developed by HopeLab, Zamzee is an activity
meter and motivational website meant to increase physical activity levels and, in doing
so, help fight the sedentary behavior epidemic in the U.S., a key risk factor associated
with obesity, heart disease and diabetes.
Bunchball’s Nitro gamification platform is a key part of the zamzee.com motivational
experience. Zamzee’s gamified website--optimized through a series of scientific studies
to initiate and sustain positive behavior change--allows kids to view their activity
levels, earn points for movement, achieve goals, select rewards and customize their
experience by designing their own avatar.
A six-month study showed that the Zamzee program increased physical activity in kids
by an average of 59% and had positive impact on risk factors associated with heart
disease and diabetes.
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Zamzee Case Study - How Gamification Boosted Kids’ Physical Activity by 59%
1. Gamified Zamzee
Boosts Kids’
Physical Activity
by 59%
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2. Zamzee is a social enterprise on a mission to help kids and their families make physical
activity a fun part of daily life. Originally developed by HopeLab, Zamzee is an activity
meter and motivational website meant to increase physical activity levels and, in doing
so, help fight the sedentary behavior epidemic in the U.S., a key risk factor associated
with obesity, heart disease and diabetes.
Challenge
Bunchball’s Nitro gamification platform is a key part of the zamzee.com motivational
• Create a youth-focused,
gamified, online experience experience. Zamzee’s gamified website--optimized through a series of scientific studies
to initiate and sustain positive behavior change--allows kids to view their activity
• Inspire kids to participate and
stay motivated levels, earn points for movement, achieve goals, select rewards and customize their
experience by designing their own avatar.
• Drive increased activity levels to
improve health
A six-month study showed that the Zamzee program increased physical activity in kids
Solution by an average of 59% and had positive impact on risk factors associated with heart
• The Zamzee activity meter to
disease and diabetes.
measure movement
• The Zamzee motivational
website, featuring Bunchball’s
market-leading Nitro
gamification platform Challenge
• A combination of extrinsic and According to the World Health Organization, sedentary behavior is the fourth
intrinsic rewards to initiate and leading cause of death globally. Research shows that lack of physical activity is
sustain behavior change
a major risk factor for obesity, heart disease, type 2 diabetes and some cancers,
contributing to 5.3 million deaths annually. Research shows that physical activity
Results
can have positive impact on physical health, as well as psychological well-being.
• 59% increase in participants’
moderate-to-vigorous physical At Zamzee, the company’s social mission is to get kids and families more physical
activity
active as a way to improve health. However, young people today often lack the
• Positive impact on biological opportunity and motivation to exercise, particularly as technology and media
risk factors associated with heart
disease and diabetes increasingly compete for their attention. Zamzee set out to create a program that
combined the fun of games and the science of motivation to boost physical activity
• An engaging, interactive
program that makes physical
levels in participants.
activity a part of daily life
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3. Solution
The Zamzee device is an activity meter worn on a belt or carried in a pocket that
monitors physical activity throughout the day. Users regularly plug their devices
into their computers and upload recorded physical activity data into their online
personal profile. The profile is a key part of the motivational, game-based website,
designed to initiate and sustain behavioral change based on scientific principles.
Through the site, kids may view their activity levels, earn points for movement,
achieve goals, and convert data into points that can be redeemed for virtual goods
and real-world rewards.
“This study shows that technology is not just part of the
problem; it can also be part of the solution in helping kids
to be more physically active.”
- Steve Cole, Ph.D.
Professor of Medicine, UCLA
HopeLab VP of Research and Development
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