
Impact



- First randomized, controlled multicenter research trial of a video game
- Groundbreaking use of fMRI brain-imaging technology to evaluate game play
- Understanding the role of narrative and empathy in health games
- Pilot study showing technology can boost physical activity in tweens by 30%



- Harnessing video game technology to motivate positive health behavior
- An idea competition to inspire new thinking on ways to get kids moving
- Fun new products that tap the appeal of technology to motivate physical activity
- Public and private-sector partnerships that extend our impact
- Creating a culture where values drive innovation



- 429 Ruckus Nation competition entries from 37 countries and 41 U.S. states
- In-depth interviews with tweens to understand the drivers and barriers to physical activity in their everyday lives
- Game testing and research participation to inform product development
- Insights from tweens on what get's them moving and keeps them from moving
- Sparking conversation to inform our work














