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by CaptArmchair 2173 days ago
Some food for thought here!

I feel that the biggest challenge is this: What question is VR trying to answer in this regard? What problem does this solve?

What are the impediments that keep seniors from exercising? Is the fitness market too much geared towards young bodies? Is it solving a mental hurdle to get them to exercise? Which hurdle is this? A fear of confronting the increased risk of injury? Re-connecting with (younger) people? Is it about the cost of entry? What kind of senior are you targetting? At 70, you'll have very fit seniors, and you'll have people dealing with a wide variety of health issues. What about price and affordability? What are alternatives that don't involve complex technology?

So, what does VR do? It's a medium. But like any medium, the real value is in the content you offer, and you need to keep that content fresh and engaging. How are you going to differentiate from personal trainers on DVD, television, YouTube,...?

My PT taught me a ton of simple exercises after a bad injury. There's a ton you can do with a simple elastic band and your own body weight. The most important part is to get into a routine and turn it into a habit. So, the technology shouldn't be detracting attention away from the exercise itself.

Motivation is the biggest challenge. You remember Nintendo's Wii Fit? It was awesome! Nobody uses it / talks about it anymore. That's part of the problem: there's always current tech and the expectation of the "next big thing" that draws attention away. Whereas doing exercises in later life is a sustained habit you hope to teach people across multiple years, exceeding the shelf life of technology.