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TMCNet:  When technology becomes the healthy option [Times of Oman]

[January 20, 2013]

When technology becomes the healthy option [Times of Oman]

(Times of Oman Via Acquire Media NewsEdge) Recently McCann TruthCentral released our latest study, The Truth About Wellness. The study consists of a survey of 7,000 respondents in the US, UK, Brasil, China, Japan, South Africa and Turkey, supplemented by consumer workshops and expert interviews in Peru, Thailand, India, Mexico, and Brasil. The study focuses on the complex, oftentimes contradictory perceptions that consumers have of the relationship between brands, technology, and wellness. There is no doubt that technology will play an expansive role in the future of wellness, and games are becoming transformative in that pursuit.Humanity Vs technology Unsurprisingly, at a time of rapid technological change there is concern about technology's impact on our wellness. 54 per cent of our global respondents believe technology will ultimately make us well, although 46 per cent think it will only make us sicker.


This split in popular opinion underscores the view that as technology becomes more sophisticated and ubiquitous, we may lose something fundamental to our humanity, be that our privacy, our ability to have real conversations, or even the power of touch.When science fiction becomes a reality But, many welcome a future where technology and science make extraordinary things possible. 32 per cent would remain the same age forever, 26 per cent would erase unpleasant memories and 18 per cent would implant a microchip to constantly measure health. Already, many use simpler technologies to attain wellness goals. Take the popularity of casual games, from Words with Friends to Tetris. 47 per cent of our British respondents regularly play brain games to thwart diseases like Alzheimer's. Meanwhile, companies from Nike to Weight Watchers have noticed and are utilising game-like elements such as points, badges, and leader boards to encourage wellness practices.

When technology is the healthy option is Zelda more 'well' than the EU Yet, participants in a London co-creation workshop suggested that companies were to take consumers' wellness seriously, they ought to go further, starting with colour-coded packaged foods for easy recognition of the nutrients the food provides. This is where the imaginative capacity of video game designers, like science fiction writers before them, is perchance prophetic. Colour-coded standards for consumables have been reflected in the fantastic world of the Legend of Zelda video games since 1992.

Video games end gun wars Fortunately, unlike game avatars, many of us have not been a witness to a shooting although we have all seen such images. The iconic video game Halo set in the year 2552 features a product that could ironically bring an end to such scenes in both life and fiction.  Pure science fiction This was probably what earlier generations thought of Star Trek's food replicator but behold the fact that a human jawbone was generated from a 3D printer in 2012. Of course, one would hope that by the year 2552, we might have brought an end to the warring activities of the Halo world.The beauty of technology Returning to 2013, brands are re-imagining the role of gaming technology in the Age of Wellness. When L'Oreal launched an app for Xbox 360 they focused on the human side of health and beauty. 'Players' can customise their experience and receive tailored health and beauty recommendations as well as unique how-to video tutorials.

The future of wellness is fun and games Ultimately, video games, like all expressive culture, are in conversation with the issues of our time: whether the approach a game takes is to offer a playful escape from the dull monotony of reality or to provide a tool for greater physical fitness. Innovative brands in the Age of Wellness can harness this potential whether by adopting game-like mechanics for consumer engagement, partnering with game designers to develop game opportunities, or simply becoming part of the gaming universe. (Rodney Collins/The Independent) (c) 2012 Muscat Press and Publishing House SAOC Provided by Syndigate.info an Albawaba.com company

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