PushC.jpg
 

PUSH is an exercise- gaming social platform that  enhances the exercise experience through virtual reality technology 

 
 

Overview

Our team researched potential business opportunities using virtual reality technology. Using virtual reality headsets, conducting primary and secondary research, and working through a variety of forecasting techniques, we found a potential opportunity in the exercise-gaming market.

Team Members- Aarish Netarwala, Chen Chen, Mathew Clark, Myungwhan Choi

Focus

Strategy 

User Experience

 
 
 

Overview


 
 

Problems

Only 18% of people who buy gym memberships use them consistently with 80% dropping out in the first 5 months. The two biggest factors are motivation and interaction.


Opportunity

Popular fitness products such as Strava and Jawbone, Fitbit, have shown us there is a growing market space in competitive social exercise be it with friends or users on a platform. 

 
 
Desktop HD Copy 16.png
 
 

How Push works

 
 

 
 

PUSH Interface

A visualization of how a cycling circuit would look.

Push uses mixed reality technology to overlay the game environment on top of the existing environment to allow the users to see both their surroundings and the visuals from the headset. 

 
 

Rollout features


 

the numbers

After researching the market size based on age, income and access or ownership of fitness equipment, we see a market size of 15 million fitness enthusiasts.

Conservatively estimating our market share at 5% in 5 years, the revenue projections in year 5 are shown on the right. 

 
Revenue Projections.png
 
 

System model

A breakdown of how we plan to run the business, the wearable band is contract manufactured. PUSH will have to invest in software, research and development maintenance and care. 

 
 
 

Exercise-gaming Market Positioning


Competitive advantage


Push I 2016