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SportyPlay: Kimberly Glanny’s Fusion of Sports and Video Games

Gamified Fitness: Caribbean​ Startup Eyes Global Market

Kimberly Glanny, a recent business school graduate, found herself juggling academics and a dwindling ​passion for sports. Her solution? A revolutionary ⁤fitness platform ⁣that merges the excitement of video games with the⁣ benefits of physical activity. “During my ‍first year of study at AMOS, I realized that I had neither the time ​nor the desire to play ⁣sports, even though I had been‍ doing it as⁢ the⁢ cradle,” Glanny recalls. “I downloaded fitness apps to compensate, but they ‌didn’t work for me as ​I⁣ couldn’t tell‌ if I was doing the movements well or not. in one of my entrepreneurship classes in 2020, we had to “brainstorm” business ‍ideas and,⁤ little by little, I developed a project that would become Sportiplay.”

Sportiplay, launched in 2023, is more than ⁣just another fitness​ app. It’s a complete platform designed to reignite the joy of ⁣movement. ‌Glanny leveraged her passion for video‌ games to create engaging experiences that seamlessly blend virtual and physical worlds. “Sportiplay is a platform that creates experiences mixing ‍video games and sports, so that the two mediums can come together and motivate the ‌user to do physical activity regularly,” she explains.

The company’s rapid​ growth is a ‌testament​ to its⁤ innovative approach.Supported by partners including ⁤La French tech Tremplin,Le ⁢Village by CA,and AMOS,Sportiplay is developing “Kim’s Odyssey” (KIM for Keep in Movement),a mobile game utilizing⁤ AI-powered motion sensors.”The game will use a motion sensor powered by AI,directly integrated into the phone’s camera,” glanny details. “This will therefore detect our movements, ⁤determine weather we reproduce them well or not, ⁣give us points accordingly and position us in a multiplayer ranking.”

but Sportiplay isn’t solely focused on virtual fitness. Recognizing the ⁤importance of real-world interaction, Glanny has ⁣developed a system of activities and events in schools, community‌ centers, and businesses. “Sport is ‌a physical activity and ‌not just a virtual one,” she emphasizes. “So, to make it⁤ more real, we created a system of activities and⁤ events in schools, town halls and businesses. We use interactive screen technology that can⁢ be moved and installed anywhere, on which we can project and host games to get a whole group moving.”

Glanny acknowledges the existing market for fitness-oriented video games, but highlights sportiplay’s unique accessibility. “Today, everyone has a phone and our service​ does not require the customer to spend $300 or more for a console,” she asserts. “We really want to make sport and physical activity accessible to everyone, without ⁢budget or geographical purchasing constraints.”

With the⁢ launch of “Kim’s Odyssey” slated for late 2025,​ Glanny ‍is focused on building a strong community.‌ “We will⁤ initially deploy in ⁢Martinique at ​the event level,then we ‍will try to develop our activities​ throughout the Caribbean. In addition, ⁢we also aim for the global success of ⁣our “digital” game, nothing less!” she declares, showcasing her ambitious vision for the future.

Interview conducted by Marie-Hélène Brousseau


Combining Games and Exercise: Can Sportiplay Make Fitness Fun for Everyone?





Caribbean startup Sportiplay is tackling a growing problem: how to make fitness fun and accessible for everyone. Using a ​unique blend of gamification, technology, and real-world events, they‌ aim ‍to‍ revolutionize ‍the fitness industry.‌ we spoke to Dr. ‍Anya Sharma, Professor of Kinesiology and‍ Digital health at ‍the University of Miami, to get her expert outlook⁤ on Sportiplay’s innovative approach and its potential impact.



A New‌ Approach ⁤to Fitness ‍Motivation



Senior Editor: Dr. ‍Sharma, Sportiplay’s founder, Kimberly glanny, talks about re-igniting​ the joy of movement. How crucial is​ fun and gamification when it comes‍ to motivating people to‍ be more physically active?



Dr.Sharma: That’s a crucial point.Customary fitness programs frequently enough feel like a ‍chore. Gamification can turn exercise into​ a fun and engaging experience, making people more ⁢likely to stick ⁤with it long-term. Think ⁢of it like leveling up in ‍a favorite video game –⁣ achieving milestones‍ and seeing progress can be incredibly motivating.





Leveraging ⁣technology for Accessible Fitness



Senior Editor: Sportiplay ​is launching a mobile game called ⁤”Kim’s ‍Odyssey” that utilizes⁤ AI-powered motion​ sensors. How dose this kind of ‍technology contribute to a more inclusive and accessible fitness‌ experience?



Dr. Sharma: ⁢Accessibility⁢ is hugely critically important.Not everyone has access to gyms or expensive fitness equipment. By using‍ smartphone technology ​and AI, Sportiplay can potentially bring fitness to anyone ⁣with a phone, ​regardless of their location or budget.



The Power of Combining Virtual and Real-World Activity



Senior⁣ Editor: ​sportiplay doesn’t just focus on⁤ virtual ​fitness. ⁢They also ⁤organize ⁣real-world events and activities⁢ in schools ⁢and communities. Why is ‍this blended⁢ approach so effective?



Dr. Sharma: It’s all about creating a holistic experience. While virtual fitness can be convenient and engaging, real-world interaction and community building are crucial for motivation and accountability. Sportiplay seems to understand the importance of both.



Global Ambitions and Future Potential

Senior Editor: Sportiplay has enterprising plans for global expansion, starting with the caribbean market. What do you see as the potential impact ‌of Sportiplay’s platform on the future of fitness, both regionally and globally?



Dr. Sharma: Sportiplay’s focus on affordability, accessibility, and a​ novel blend of real and virtual experiences coudl be a game-changer.‍ If they can successfully build a strong ⁤community and expand their reach, ‌they have ⁣the potential⁤ to inspire a ‌new generation ​of active individuals, not only in the Caribbean but worldwide.

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