Digital fitness just got easier

By Calum Wilson Austin
Updated October 19 2012 - 5:13pm, first published August 22 2012 - 9:17am
Personal touch ... a screenshot of Micoach by Adidas.
Personal touch ... a screenshot of Micoach by Adidas.
Working hard ... a screenshot of Micoach by Adidas.
Working hard ... a screenshot of Micoach by Adidas.

It all started with the Wii Fit. It took a surprisingly long time for publishers to realise that the applications for motion gaming went beyond merely entertaining younger audiences. The average Australian gamer is now 32, according to Bond University, and looking for ways to expand their experiences beyond shooting the latest type of generic antagonist. With the success of the Wii console, which was marketed towards older and casual gamers, came the realisation that full-body interactive experiences were here to stay. After that, the Wii Fit was peripheral hardware designed to combine fitness training with an interactive medium and the concept was met with huge consumer uptake, selling one million units in a little over the first month. The Wii fit was built for a casual audience on a casual console and the stage was set for a more serious approach to the relatively new genre of fitness gaming. After the commercial success of the Kinect and Move (from Microsoft and Sony respectively) came the inevitable demand for fitness games for a more serious audience. So here we are, with the release of Adidas' Micoach for Kinect and Move last week, we've moved into the world of serious training regimes for casual and hardcore gamers alike.

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