“If you put a scale in someone’s bathroom, that doesn’t mean they are going to lose weight,” says Timothy Church, professor of preventative medicine at Pennington Biomedical Research Center at Louisiana State University.

“A fitness tracker isn’t going to tie your running shoes and move your feet… You’ve got to make it fun.”

USA Today recently reviewed several 2016 research studies that show that while people usually make good initial gains when opting to use a fitness tracker, they often back out within a year. There appears to be a gap between monitoring your habits and actually changing them.

The article goes on to elaborate on 4 behaviors that help people find long term success beyond their initial bursts of enthusiasm…

• Get a baseline.

• Set a personal goal.

• Get support.

• Know thyself.

Dr. Church, who is quoted extensively in the article, is the Chief Medical Advisor for Fitness Interactive Experience, who are dedicated to improving lives through the workplace – by “making it fun.”

FIX’s “gamified” corporate walking challenges have unprecedented participation levels and are ideal for companies that have grown tired of traditional wellness programs. For more information check out our office step challenges.

FIX Health: Newsletter Tip


Set personal wellness targets and build on them gradually to create a string of successes rather than failing to meet an unrealistic goal.

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As the national conversation about physical benefits of sedentary disruption in the workplace continues to unfold, CNN Money reports top executives who are obsessed with other benefits of taking walks during work.

Steve Jobs, Mark Zuckerberg, and Jeff Weiner and others are profiled in this article on the relationship between top achievers and taking walks.

“Some of the tech world’s top leaders have long turned to walks — often in the great outdoors — to improve meetings and decisions. Scientific research shows that being active and outdoors actually benefits our brains.”

FIX agrees and has advocated walking challenges for years. Learn more about gamified walking challenges for your staff and leadership here.

FIX Health: Newsletter Tip


Strengthening your trapezius muscle (the muscle that runs from your shoulders to your neck) can reduce chronic neck pain by up to 80 percent.

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It has begun. Thanksgiving break is over. Everyone is back in the office and and an unprecedented number of homemade treats and confections have come with them.

There are many claims in the media about holiday related weight gain, but Physiology & Behavior – a peer-reviewed scientific journal – has concluded that the average person gains about one pound over the holiday season. They also find that, statistically speaking, that person will never lose that pound.

That may not sound too bad, but year after year the holiday pounds accumulate, leading to a long term pattern that can result in health problems such as obesity, heart disease and Type 2 diabetes. The story is even more grim for those already in the clinically overweight category. These adults are shown to take on as much a five pounds of additional weight over the holidays.

We are all aware of the alarming costs that an unhealthy workforce bring to a company. On the flip side, it’s well documented that Wellness Programs improve employee health and offset this expense, so don’t wait until New Years to resolve to make a change in your workplace.

FIX has an array of gamified Corporate Walking Challenges to help get your employees moving both during and after the holidays, including the brand new A Step Ahead: Holiday Hustle.

FIX Health: Newsletter Tip


People who eat apples, applesauce, or drink apple juice are 27% less likely to develop metabolic syndrome, a combination of health problems that can lead to heart disease and diabetes.

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New research provides objective proof of the positive benefits of using fitness trackers, according to the New York Times.

In fact, a 10-year-long research program has concluded that ongoing use of fitness devices yields a 35% reduction in risk of mortality.

The article includes commentary from Dr. Tim Church, a researcher at Pennington Biomedical Research Center and one of the foremost experts on preventative medicine in the nation, who notes that these findings verify that daily walking can extend your life, and that pedometers are a powerful tool in sticking with a health program. And yet, most people stop wearing fitness trackers within the first 6 months.

This can be a discouraging statistic for companies attempting to improve the overall wellness of their employees – but there is a solution.

Due to his passion on this topic, Dr. Church has taken the role of Chief Medical Adviser with Fitness Interactive Experience. FIX provides gaming platforms which interact with employees’ fitness trackers, effectively turning corporate walking challenges into massive, social video game experiences.

FIX’s gamified Walking Challenges consistently provide companies with notable increases in participation, retention, and results when compared to other wellness efforts. Check out what makes us different from other wellness companies that makes our corporate challenges so effective.

FIX Health: Newsletter Tip


Research at the University of Rochester shows that video games with a lot of action sequences can sharpen your visual skills by up to 20%.

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By putting their pedometers on everything from puppies, to hamster wheels, to power drills, some people will stop at nothing to cheat in their company walking challenges. Now, at last, the Wall Street Journal exposes the shocking lengths people will go to to fake their healthy activities – and also profiles the men and women who stand ready to stop them.

(Plus there is an adorable video of a puppy running around with a Fitbit on his collar.)

Corporate Walking Challenge Cheating

FIX CEO, Mike Tinney, is among the fitness experts who contribute cheating anecdotes and describes how to keep your walking challenge honest. View the full article here.

FIX Health: Newsletter Tip


Looking to get some extra steps in? Take walking meetings instead of seated meetings. Not only will you get more steps in, but your meetings will almost certainly be more to-the-point.

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Citing 2 new studies from the Centers for Disease Control, MSNBC reports yet another increase in obesity statistics for Americans in all demographics.

And no one is remotely surprised.

This is no longer a knowledge problem. People expect to hear that 38 percent of U.S. adults and 17 percent of teenagers are obese. They also know what kinds of changes are required to make improvements… and still, year after year, the news gets worse.

Yet you, as a guiding force within your organization, cannot be one of the people that shrugs off this information. It affects your employee productivity and your company’s bottom line because here is a new statistic from the reporting:

Obese adults are 29 percent more likely to say they lack purpose in life than non-obese adults.

This cultural epidemic impacts the mental wellness and productivity of your workforce. And while you can’t change people on their behalf, you can provide them with solutions.

FIX provides wellness solutions that play like games. Time after time we hear reports back from participants that our 6-Week Corporate Walking Challenge created a meaningful change in their lives that gave them the boost they needed for long term change.

FIX Health: Newsletter Tip


To lose weight, eat more often. Rather than eating 3 large meals, spread your intake out over 6 smaller meals. Eating more often benefits your metabolism and helps with portion control.

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According to recent studies reported on by Medical News Today

• Prolonged sitting is responsible for more than 430,000 deaths.

• Sitting for more than 3 hours daily is responsible for around 3.8% of all-cause deaths over 54 countries.

• Americans spend up to 13 hours a day sitting…

• However, 67% of Americans say they hate sitting.

• Findings support the importance of promoting active lifestyles (more physical activity and less sitting) as an important aspect for premature mortality prevention worldwide.

Review the report for more critical information about wellness consequences of the modern workplace, and check out A Step Ahead for wellness solutions for your team!

FIX Health: Newsletter Tip


Being part of a team results in more individual effort. The average American watches over 5 hours of TV per day. Stand up during commercials to avoid long stretches of inactivity on the couch.

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FIX Selected to Participate in Baker Donelson’s Fourth Annual Southeastern Emerging Companies Capital Connections

Atlanta, GA / May 12, 2016 FIX has been selected to be a presenting company during Baker Donelson’s Southeastern Emerging Companies Capital Connections 2016. The event focuses on bringing together successful entrepreneurs and capital investors from across the Southeast. FIX is one of 15 companies selected by an investor committee to attend and participate in the event.

“We’re excited at the opportunity to be in front of such a diverse and experienced group of investors,” says Mike Tinney, CEO of FIX. “The insight that a group like this can bring is invaluable.”

During the event, which is being held in the Baker Donelson Cybersecurity Accelerator in the Firm’s Atlanta, Georgia, office, the 15 participating companies will be able to pitch their ideas to a group of more than 20 investors from across the region. The top two presenting companies, as selected by the investors, will receive a $5,000 credit towards legal services associated with a series A or other investment round into the company. The top seven companies will have one-on-one meetings with investors attending the event.

Justin Daniels, who leads the Southeastern Emerging Companies Capital Connections event, said, “Through initiatives such as this, as well as our Cybersecurity Accelerator and our upcoming second annual cybersecurity conference, Baker Donelson’s Emerging Companies Team is committed to being the go-to resource for entrepreneurs and startups in the Southeast. In the past three years, our Capital Connections event has resulted in companies receiving more than $3 million in funding. We once again received an outstanding group of applicants, and we’re thrilled to offer FIX the opportunity to connect with investors and other entrepreneurs.”

About FIX
Fitness Interactive Experience (FIX) was founded on the belief that all aspects of life are enhanced by a healthy lifestyle. FIX develops high quality, interactive games that promote health and daily activity in a fun, socially connected environment. Running on the revolutionary UtiliFIT® Activity Engine, FIX’s A Step Ahead™ walking challenges are sweeping the nation and disrupting the traditionally staid corporate wellness industry with their unique mixture of game design, real-world activity tracking and… zombies. Contact sales@fix-fit.com or visit www.asachallenge.com to learn more.

About Baker Donelson
Baker Donelson gives clients access to a team of more than 650 attorneys and public policy advisors representing more than 30 practice areas to serve a wide range of legal needs. Clients receive knowledgeable guidance from experienced, multi-disciplined industry and client service teams, all seamlessly connected across 20 offices in Alabama, Florida, Georgia, Louisiana, Mississippi, Tennessee, Texas and Washington, D.C. Ranked as the 64th largest law firm in the U.S., Baker Donelson is recognized by FORTUNE magazine as one of the “100 Best Companies to Work For.” Baker Donelson’s Emerging Companies Team counsels clients on a range of legal services to achieve strategic business goals. The Firm works with all types of rapid-growth companies in diverse industries, including information technology, digital media, life sciences, health care, alternative energy/clean tech, telecommunications and technology-enabled services. More information about Baker Donelson’s Emerging Companies group is available at http://www.southeasternstartups.com/.

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Corporate wellness programs have never been more popular: nearly 80 percent of employers have them. And nearly all of these companies are struggling with how to get employees to engage with their programs.

After years of successful wellness challenge executions across the globe, FIX has identified 4 “Pillars” which invariably lead to record levels of engagement.

In simple, no-frills terms, they are:

1) Engaged Leadership

The staff looks to leadership to see how to behave in all things. Wellness engagement from the top is noticed.

2) Positive History With Wellness

A company that consistently communicates that it values the health of its employees will always see a more engaged team.

3) Rewards/Recognition

Winning something and receiving recognition for an accomplishment both appeal to the same part of the brain. One way or another, reinforce the behavior you want to see.

4) Team Experience

Humans will work harder to not disappoint their team than they will to not disappoint themselves. Use this to your advantage by focusing on team-based wellness programs.

Fitness Interactive Experience makes revolutionary gamified corporate wellness challenges which produce unprecedented levels of engagement. But our job does not stop there.

We are your partner in wellness, and we bring the wisdom of years of successful wellness launches to help you get the most possible value from your challenge.

FIX Health: Newsletter Tip


Being part of a team results in more individual effort. This is what’s known as the Köhler Effect, where the performance of weaker individuals rises to meet the performance of a group. In other words… nobody wants to be the weakest link!

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Companies hear a lot about wellness gamification these days, and we’re told it’s a good thing. Theoretically, a gamified experience should increase employee participation and retention in wellness programs. “Gamification” has also become a buzzword, but there are meaningful differences between a “gamified” experience and a game; the two are not synonymous.

Not everything is better with gamification. Calling something a game doesn't automatically mean it will be engaging.

Not everything is better with gamification. Calling something a game doesn’t automatically mean it will be engaging.

“Gamification” refers to the addition of game-like features to a non-game experience. Examples might include scoring, badges and leaderboards. What gamified experiences lack, however, are the underlying mechanics that make games among the most effective behavioral engagement tools out there.

When designed correctly, a game can increase engagement. Games are the most sophisticated form of entertainment we have. Games can be more addictive than alcohol, and that energy can be applied to making a healthier, more productive workplace.

Be wary, though. There are a startling number of companies that are using the term “gamification” as though gamified experiences are synonymous with games, but these “gamified” experiences often lack the design features that enable real behavioral engagement.

This part 1 of a series that clearly describes what makes games so effective at driving engagement and retention, and what to look out for in any wellness provider that advertises a gamified product offering.

Before we get into the things you should look for that indicate that a product will be effective at driving engagement, let’s start out with things to watch out for that should make you pause and dig deeper: Badges, Points and Leaderboards.

Sure all games have these, but if these are the only thing your solution talks about, then it’s not a game and it probably won’t increase engagement in the same way that an actual game would. Beware! In each entry of this 6-part series we’ll talk about one of the 6 core elements of good game design (and how each of them influences behavior) so that you can make the most informed decisions on the types of products your company uses. Without further ado…

Element One: The Flywheel (a.k.a. what you do)

The flywheel is the core of your game. It is the thing you do over and over again. It’s repeatable, variable (ideally), and sustainable. The flywheel is the primary behavior pattern for your game. It is the act or action that drives the game state forward.

In Monopoly, the flywheel is rolling the dice, moving and reacting to your new board space. In Hide and Seek, it’s hiding, or seeking. In Football, it’s moving the ball downfield in one of four downs. In Tetris, it’s rotating a random shape to fit into the other shapes you’ve previously placed. The flywheel is the core engine of your game experience and you’ll do it over and over again. It drives everything.

Usually, the simpler your flywheel, the easier it is for people to learn the game and the broader the number of people who can access it. The more complicated the flywheel, the less accessible the game usually is. Also be wary of a diffuse or vague flywheel – these are often games where there are too many core choices; too many options for play.

In the next entry in the series we’ll talk about escalation, and why it’s crucial to any game-based experience.

Homework: Find and define the flywheel in your favorite game to play or watch. Share it with us to get 10% off a future challenge.

FIX Health: Newsletter Tip


Think games are just fun? Recent studies have shown that interactive games increase coordination, improve memory (by up to 12%) and even improve overall cognitive function.

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