While some blame advances in technology for the childhood obesity epidemic, others are out to prove that digital games can do the opposite. At this year’s Consumer Electronics Show (CES), 2013 was declared the year of digital health. A variety of new gadgets were introduced, ranging from electronic forks to Tamagotchi-like devices for tracking fitness and the improved Fitbit Flex wristband.
According to a study by the Consumer Electronics Association (CEA), more than half of U.S. online consumers used a fitness technology in the past year, and 37 percent anticipate purchasing a fitness technology in the next 12 months.
Our nation’s health, or lack thereof, has been a hot topic the last few years, and consumers are becoming aware of their expanding waistlines. It’s prudent for brands to align with this growing trend quickly, as there’s opportunity to attract a new customer base that is just beginning to get engaged.
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