GAMEFIT: REIMAGINING FITNESS FOR THE NEXT GENERATION

GAMEFIT: REIMAGINING FITNESS FOR THE NEXT GENERATION

date

Aug 20, 2025

AUTHOR

Beyond

CATEGORY

VR

GAMEFIT: REIMAGINING FITNESS FOR THE NEXT GENERATION

At Beyond, we’ve always believed that gaming can change the way people move, connect, and thrive. For over a decade, we’ve built immersive VR experiences, but now we’re applying that innovation to something closer to home: VR fitness in New Zealand schools.

That’s where GAMEFIT comes in, our bold new programme using virtual reality in schools to reimagine fitness and inspire the next generation.

Traditional sports and PE classes don’t work for every student. For many rangatahi, fitness feels intimidating or out of reach. But active gaming? That’s their world.

With GAMEFIT, we’re introducing innovative fitness programmes in NZ high schools that turn exercise into something fun, social, and inclusive. Instead of forcing participation, we meet students where they are—through technology they already love.


How GAMEFIT Works

In partnership with Sport Waikato, we’ve brought sport technology for youth into schools with VR-powered sessions. The results so far:

  • 504.3 calories burned on average in a 40-minute session (some hit 730+).

  • Cardiovascular benefits on par with rowing, swimming, and light jogging.

  • High engagement—even from students who usually avoid PE.

  • Most importantly: our teens loved it. Laughter, sweat, and competition replaced the usual self-consciousness of fitness class.

From early pilots at Wellington High School to trials at Thames High School, and now four more Waikato schools, the GAMEFIT whānau continues to grow.

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Research and Development


GAMEFIT is grounded in fitness research and built on next-gen VR fitness games. By collecting real data from every school session, we’re proving what we already believe: virtual reality fitness can transform how young people move and how they think about wellbeing.

This isn’t a gimmick. It’s about creating sustainable change — shifting from exercise as “something you have to do” to active play that students genuinely want to be part of.



What’s Next

Our goal is clear: every high school in New Zealand using GAMEFIT as part of their health and fitness curriculum. From there, we’ll look at scaling this globally — because the challenge of getting youth moving is universal.

We’re proud to have the support of forward-thinking partners:

  • Sport Waikato for their leadership in backing VR fitness innovation.

  • JB Hi-Fi for helping us get VR gear into schools.

  • Les Mills and Odders for giving us access to their VR fitness games.

See Gamefit in action

At Beyond, we’re more than a game studio — we’re building the future of fitness. With GAMEFIT, we’re proving that VR fitness in New Zealand can be fun, inclusive, and powerful.

Sometimes, fun really is the most serious innovation of all.

GAMEFIT: REIMAGINING FITNESS FOR THE NEXT GENERATION

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