But a new app, Owl, aims to change that with an anthropomorphized avian, a gamified system of rewards, and an invitingly colorful, bright, and cheery interface.
Gamification may be one way to overcome the insouciance — and resistance, in many cases — to exercise that a large number of kids share.
According to the latest stats from the Center for Disease Control and Prevention, almost 23 percent of kids between the ages of 9 and 13 don t participate in any form physical activity during the week.
As a supplement to Owl s digital experience, the team s produced a nondescript, fitness-tracking wristband.
Despite the competition, though, Owl s in it for the long haul: it launched a Kickstarter campaign with the goal of raising $20,000 by mid-July.
Bands start at $30, and backers get a limited edition ceramic disk with a code that unlocks in-app themes and backgrounds.