The Worldwide Activity Problem

Filip Nag
OKTO Technologies
Published in
2 min readDec 18, 2021

According to the World Health Organization adolescence (11–17yr) should be physical active at least 60 minutes every day, and be involved in more intensive physical activity at least three times a week. These recommendations are set to ensure that the youth has a good foundation for physical fitness, cardiometabolic health, bone health, mental health, and cognitive ability for further development.

Adolescence (11–17yr) should be physically activity at least 60 minutes every day

According to a recent study published in the Journal of Physical Activity and Health there exists a clear connection between promoting increased physical activity and six of the seventeen Sustainability Goals set by the United Nations.

According to the WHO physical activity has a direct positive impact on 6 different sustainability goals.

However, when we look into the current statistics for physical activity around the world we meet an alarming picture. Worldwide 81% of adolescents (aged 11–17 years), do not currently meet the global recommendations for physical activity set by WHO. And data shows no overall improvement in this area during the last two decades, the trend is rather negative and with substantial gender differences, girls are on average much less active than boys.

Worldwide 81% of adolescents (aged 11–17 years), do not currently meet the global recommendations for physical activity set by WHO.

At OKTO, we are passionate about creating motivational tools to make the physical activity fun and rewarding. And we believe the key to increasing physical activity outside is to use the same gamification mechanics that are currently being used to great effect to keep these adolescence sedentary inside their homes towards getting them outside in playful activity.

Pivoting the world towards increased physical activity through gamification.

Our biggest keystone is to make outdoor activities open for everyone. We do not want to create products where progress is rated on the background of speed and heart rate. But instead the activity itself and the social impacts of your actions. In the end, it’s the social connection that usually makes the activity of any kind rewarding and impactful, and with OKTO you will have the first platform for mobile games with social outdoor activity.

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