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Strategies for proactive interventions for youth fitness, wellness and empowerment: Generation FIT, ExerLearning, FootGaming and Get Outta My Face

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  1. 1. Generation FIT Empowering Tomorrow’s Wellness Leaders Today
  2. 2. Complex patterns and trends in health and health behavior <ul><li>School day is sedentary time </li></ul><ul><li>Leisure time isn’t ACTIVE time </li></ul><ul><li>Nutrition and portion awareness lacking </li></ul><ul><li>“ Experts” are perplexed </li></ul>
  3. 3. Youth Culture Digital, Powerful and Influential
  4. 4. Screen Time <ul><li>For ages 7-18 averages 9 hours per day </li></ul>
  5. 5. Awareness <ul><li>SCHOOLS, PARENTS and EDUCATORS…. </li></ul><ul><li>INTELLECTUALLY recognize the value of fitness, health and well-being to the learning equation…. but </li></ul>
  6. 6. A Sobering FACT <ul><li>Standardized test scores take priority </li></ul><ul><li>above the overweight/fitness crisis </li></ul>
  7. 7. AWARENESS <ul><li>No need for either / or </li></ul>
  8. 8. Youth-Led Fitness Solution
  9. 9. How Is Generation FIT A Key to Opening Doors? <ul><li>We target the most expensive students </li></ul><ul><li>We make dramatic academic impact </li></ul><ul><li>We demonstrate easy-delivery of exergame technology </li></ul><ul><li>Fitness/Wellness/Social benefits are a bonus </li></ul>
  10. 10. Students Lead and Manage the Program Right In the Classroom <ul><li>Peer Mentoring </li></ul><ul><li>Teamwork </li></ul><ul><li>Social Skills </li></ul><ul><li>Collaboration </li></ul><ul><li>Leadership </li></ul><ul><li>Confidence </li></ul><ul><li>Brain Training </li></ul><ul><li>Communication </li></ul><ul><li>Community Outreach </li></ul>
  11. 11. <ul><li>Peer Mentoring </li></ul><ul><li>Teamwork </li></ul><ul><li>Social Skills </li></ul><ul><li>Collaboration </li></ul><ul><li>Leadership </li></ul><ul><li>Confidence </li></ul><ul><li>Brain Training </li></ul>
  12. 12. Generation FIT- Brainy Stuff
  13. 13. ExerLearning http://exerlearning.blogspot.com
  14. 14. The reality…. If kids sense “ It’s good for you ” we have an uphill battle
  15. 15. The reality…. If kids sense “ We’re leaders and this is OURS ” we have possibility
  16. 16. The reality…. Recent brain research conclusively connects learning and academic success with exercise , cardio, fitness and physical activity BEFORE a cognitive task Gen FIT youth KNOW that and TEACH it to peers, family and teachers
  17. 17. AWARENESS <ul><li>No need for either/or when it comes to physical activity and the school day </li></ul>
  18. 18. Generation FIT Delivers – <ul><li>Fitness </li></ul><ul><li>A Youth Culture </li></ul><ul><li>Healthy “rebellion” </li></ul><ul><li>Academic Goals </li></ul>
  19. 19. Society, Culture and PROFIT
  20. 21. Youth Culture-Reach and Digital Skills: http://www.youtube.com/watch?v=Fjj2tCslIlQ
  21. 22. Youth Culture-Reach and Digital Skills: http://www.youtube.com/watch?v=Fjj2tCslIlQ
  22. 23. Advergames $12 BILLION in annual Junk Food – Sugary Cereal Marketing to age 4-14
  23. 24. “ Food Culture” Unbeatable? <ul><li>Youth don’t want to be victims </li></ul><ul><li>Youth believe they “own” video games </li></ul><ul><li>Youth don’t believe the “overweight – health dilemma hype ” </li></ul>
  24. 25. HYPE ? ? ? <ul><li>Why have experts hit roadblocks? </li></ul><ul><li>Can we really fight the culture: $12 billion in ANNUAL junk food ads targeting the most vulnerable population – youth aged 4-14 </li></ul>
  25. 26. Viral Marketing – Stealth Impact <ul><li>Trendsetters </li></ul><ul><li>Generating Buzz </li></ul><ul><li>Connecting with “digitari” </li></ul><ul><li>Elite and casual gamers </li></ul><ul><li>Blogs – Collective Intelligence </li></ul><ul><li>Rebellion against “the marketing machine” </li></ul>
  26. 27. – Stealth Solution <ul><li>The 1-5-0 </li></ul><ul><li>Beyond DDR: </li></ul><ul><ul><li>Fads Fade </li></ul></ul><ul><li>FootGamers: </li></ul><ul><ul><li>Members Only </li></ul></ul>
  27. 28. Tap the Casual Game Culture <ul><li>The casual game industry is a $ 2.25 billion a year market, currently growing by 20 per cent annually with growth estimated at a whopping 20 percent* </li></ul><ul><li>More than 200 million people worldwide play casual games via the Internet. </li></ul><ul><li>Last year the average time spent per week playing casual games increased 28 percent to 5 HOURS </li></ul><ul><li>50% of casual gamers over age 50 play with a younger family member </li></ul>* 2007 market report released by the Casual Games Association
  28. 29. <ul><li>Reinvent computer time </li></ul><ul><li>Reinvent CSAUAL GAMING </li></ul>
  29. 30. We Can BEAT : Screens Sedentary-School Schedules Advergaming and Junk / Fast Food Marketing
  30. 31. <ul><li>Beyond HFCS: Label Awareness vs Slick packaging </li></ul><ul><li>Tell a Story: GOMF </li></ul><ul><li>LISTEN to the kids </li></ul><ul><li>Empower Youth as Change Agents </li></ul><ul><li>New Culture: ExerGamers and FootGamers </li></ul>
  31. 32. Contact and Reference <ul><li>http://exerlearning.blogspot.com </li></ul><ul><li>www.generation-fit.com </li></ul><ul><li>www.get-outta-my-face.com </li></ul><ul><li>[email_address] </li></ul><ul><li>Judy Shasek: 541-312-5133 </li></ul>

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