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Youth Fitness
Fun and Exciting Interactive fitness!!… with benefits that go beyond physical activity. The first interactive fitness equipment that is used to help kids with ADD/ADHD, learning disabilities and for autism therapy. It’s no wonder that schools, YMCAs and community recreation centers are anchoring their youth fitness facilities around the new Makoto Arena! What happens in an interactive game of Makoto? You stand in the triangular arena, facing one of the three towers. The other two towers are at either side in your peripheral vision. You are in a competition of three against one! Each tower has twelve targets. Floorpods add an additional four targets at the base of each tower. Any one of these targets could be the one to randomly activate. You never know which one of the computerized opponents will draw your action!
Here's another big difference: you can't cheat Makoto. There are other games where, by unplugging a connection, the player can bypass the "exercise" component of the game. It's so sad to see a well-equipped exergaming room with kids just sitting on the floor playing video games. In a Makoto Arena the player must move from tower to tower to tag each target before the light goes out. Players are scored on accuracy and reaction time.
While we applaud all games that get people up and moving, we strive for a little bit more. Yes - we want people to get their heartrates up and have a good physical workout. But isn't it even better if the activity is also beneficial to your brain? Makoto delivers a bigger bang for your buck. As one player put it, "why not get smarter while you're toning your core!"
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Makoto Markets
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