Zwift makes indoor training more fun by allowing people to race in real-time or train in numerous settings.
Gamification is when game-elements are applied to non-game circumstances. Gamification is becoming increasingly popular in several every-day situations thanks to its ability to keep people engaged. For example, marketers use it to keep people on their websites, doctors can use it to aid in healthcare plan adherence, and education uses it almost everywhere.
Applying gamification to exercise is nothing new, but advancements in technology make it possible to add advanced interaction elements, so it feels just like playing a video game. Zwift, a California-based gaming and fitness company has turned indoor training into an interactive game for runners and cyclists.
Users train on their treadmill or bike to minimise the amount of Zwift-specific equipment that is needed. For those motivated by competition, there are numerous races to choose from, depending on the user’s fitness level and interest. People race in real-time against other participants from around the world.
Pre-programmed training plans are available that last for a few weeks to a few months and gradually increase in intensity. If users want to train at their own pace, they can select from a variety of locations around the world and follow the road or trail digitally.
Some countries still have strict guidelines due to Covid-19 that prevent people from exercising outside their home or in the gym. Having a digital option available to replace group training, races, and exploring different locations can go a long way in helping people keep up their motivation during lockdowns.