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.

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