
Owner, FootGaming
Eugene, Oregon Area

Owner, FootGaming
Eugene, Oregon Area
Casual games reach 3-400+ million per month across all ages. Between work, school and leisure computer time people spend 5-9+ hours a day in a CHAIR interacting with a screen. Because we love the connection between physical activity, learning, productivity, energy and FUN, we developed FOOTGAMING (http://footgaming.blogspot.com) Our FootPOWR pad is a computer peripheral that can do anything a mouse can do. You simply stand and move your feet to move the cursor. It adds "exergame" capability to thousands of existing computer games and programs, including "educational" games. In the workplace or at school, physical activity tied to computer user-interface makes good sense. We work with partners in casual gaming, workplace wellness, NCLB and school technology, with a keen focus on adding more wellness and brain productivity for all.
We develop programs and synergy among people, products and programs that connect fitness with proactive learning in the K-12 setting and workplace productivity. Because activity is so crucial for academic success and overall well-being of our young people, we researched the literature and developed Generation FIT (www.generation-fit.com) and ExerLearning http://exerlearning.blogspot.com.
Connecting energy, online game fun, education, fitness, workplace wellness and digital game solutions to academic researchers, educators, fitness professionals and casual game developers - that's just the tip of the invenTEAM iceberg. Looking to connect with thinkers, and "imagineers" in similar environments. Games for Health, casual game developers and forward thinking exergamers, welcome to invenTEAM.
(Computer Hardware industry)
March 2008 — Present (1 year 9 months)
We provide FootPOWR pads as a user interface available for casual game developers/producers/publishers to bounce the sedentary gamer culture back on its feet. Check our blog at http://footgaming.blogspot.com to learn more about how FootGaming can be a powerful marketing strategy for video games at home, school and in the workplace.
(Computer Games industry)
January 2007 — Present (2 years 11 months)
We will launch a web portal for FootGaming (January 2009) and the casual games people play while FootGaming with a FootPOWR(TM) pad. User experience, logging of physical activity (steps extrapolated to miles, calories, game points, currency and online log books), and partner/sponsor featured games identify what FootGaming is all about. "Play with your feet!"
(Health, Wellness and Fitness industry)
March 2005 — Present (4 years 9 months)
NCLB and reduction in PE for most K-12 schools has done more than add to the overweight and sedentary lifestyle problem of our kids. It has caused further challenges and lack of academic success for our most challenged learners. We are minds AND bodies. 10 minute bursts of rhythmic aerobic exercise leads to better academic success than 20 minutes of tutoring, That was the piece of research that launched ExerLearning. We added student-led programs of proactive engagement and success. We can harness the power of Generation FIT to marketing. sales and distribution gains for select video game publishers.
(Privately Held; 1-10 employees; Health, Wellness and Fitness industry)
January 1999 — Present (10 years 11 months)
We connect people, products and programs that connect fitness and education. because activity is so crucial for academic success and overall well-being of our young people, we researched the literature and developed Generation FIT with RedOctane. www.generation-fit.com/index1.asp
Separate from that project is a wellness advocacy adventure created by a group of teens. They are collecting 10,000+ commercials, PSAs and other digital projects made by kids for kids. They are countering the 24/7 onslaught of "big marketing" that's making them the fattest and most unfit generation ever. They are tired of being victims. http://get-outta-my-face.blogspot.com Look for their story as a documentary film soon.
(Public Company; 11-50 employees; Computer Games industry)
March 2004 — June 2007 (3 years 4 months)
RedOctane supported the development of Generation FIT and Guitar Hero applications for middle and high school at-risk youth.
1993 — 1995
Skiing, surfing, cycling, backpacking, reading, great casual games (especially Bookworm Adventure), Guitar Hero, teaching (and learning from) the brilliant digital generation in K-12 schools - especially at-risk youth
Bend Chamber of Commerce, International Society of Technology in Education (ISTE), Generation FIT, Stand Up Paddle Bend, Opportunity Knocks, BendFilm
I am honored when a teacher thanks me for a learning solution, I am awarded when a struggling student or adult beams with personal satisfaction from an invenTEAM solution