Reflecting on 2020: A Lesson In Flexibility

Posted by Kyra Constam on January 5, 2021 at 10:48 AM

An unforgettable year is–finally–coming to an end. To describe 2020 as only “unforgettable” is a bit of an understatement. The challenges this year brought have changed the way we work and interact, potentially for the long haul. With all of our in-person events and trade-shows cancelled in March and for the rest of the year, along with production delays for the Infinity System, our team took the downtime to focus on developing our products so that they could be in their best position when we can showcase them again. Amidst a global pandemic, our team expanded to better accomplish this goal. The past several months have seen us working from home but still working together to turn Blue Goji’s vision into reality. At the beginning of 2021, we’re reflecting on the highlights and hardships that are propelling us into a successful new year.

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Topics: Gamified Fitness, wellness, brain, fitness, health, News, Events, Virtual Reality, sxsw, Infinity, IHRSA, eSports, gamedesign, Fung Institute, active aging

Back to School with Furiends

Posted by B.H.Butler on August 28, 2020 at 11:45 AM

It’s that all too familiar time of year again, with a somehow completely unfamiliar feeling. As parents and students begin to cope with a new school year, many will remain at home for at least the beginning of the term. Among other things, this means that students will be spending more and more time using computers and other smart devices for learning.

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Topics: Fitness Motivation, Gamified Fitness, Rewards and Incentives, exercise, wellness, activity trackers, brain, health, aerobic exercise, advice, gaming,, Virtual Reality, games, Seasonal, active aging

Our Solution for VR Motion-Sickness

Posted by B.H.Butler on July 16, 2020 at 10:07 AM

It’s no secret that we see Virtual Reality as the future of gaming, therapy and–with the current pandemic–socializing. It seems like every tech and video game company is trying to innovate and elaborate the most advanced VR experiences, to make them not only more entertaining but also more accessible. While hardly a perfected medium for content and entertainment, VR has come a long way in recent years.

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Topics: Cardio Distraction, Fitness Motivation, Gamified Fitness, exercise, fitness, gaming,, Virtual Reality, games, Infinity, gamedesign, behind the scenes, active aging