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Childhood Reality, Virtually Enhanced
EyeForkScience
Identification of Need
• Healthy People 2010 – Identified overweight and obesity as 1 of 10 leading health indicators and – Called for a reduction in the proportion of children and adolescents who are
overweight or obese, – The United States has made little progress toward the target goal.
• Results from 2007-2008 NHANES Study– Estimated 16.9% of children and adolescents aged 2-19 years are obese. – Between 1976-1980 and 2007-2008 , the prevalence of obesity increased.
• from 5.0% to 10.4%, among preschool children aged 2-5, • from 6.5% to 19.6% among those aged 6-11,
• Source: CDC. Ogden, et. al, Prevalence of Obesity Among Children and Adolescents: United States, Trends 1963-1965 Through 2007-2008
Identification of Need
• Obesity Trends by Age Group
Company Mission
• To help reduce childhood obesity by providing a resource that gets the children and their parents out of house doing activities
• Secondarily to let children learn about and discover their community and world
• Services provided will focus on activity, not weight control
Services Provided
• Develop a website with games that require interaction with the world.
• Initial concept – EyeForkScience develops games and activities in the spirit of scavenger hunts that have
children, with their parent, locate items in their community.
– Accomplishment of task verified by photograph taken with digital camera/cell phone/etc. and uploaded to a website
– For younger children, this can be obvious but interesting things where the emphasis is on getting to somewhere, like the lion's den at the zoo.
– For older children the game can be more puzzling, with thing such as geo-caching or clues to solve.
• Website would – Regularly deliver activities
– Keep a record of achievements with in a fun environment
– Provide social networking of parents and children with each other and community resources such as schools, children’s museums, zoos, etc.
– Provide mechanism for physical world meeting and interactions
Additional Thoughts
• Make activities like a role-playing games with levels, etc. and but with real-world activities
• Move beyond finding objects to developing skills and over coming challenges.
• The achievements might follow a model like the boy or girl scouts, but for younger children.
• There could be a real world social element with teams that do activities together in physical reality with the company providing the framework and activities
Targeted Users
• Families with children aged 5-12
• Initially focused on the Columbus, OH area
• Families need access to a digital camera of some type. Could be cell phone
• Families need internet access
Size of Target User
• Columbus Population in 2010 = 787,033
• Percentage of Population between 5 and 18 =15.6%
• Population between 5 and 18 = 127,777
• Estimate of population between 5 and 12 = 68,803
• 1.87 average children per family with children under 18
• Estimate 36,793 target familiesSource: US Census Bureau (2010 Census)
Scalability
• If project works in Columbus, the model readily extends to other communities and cities
• Local component requires content development
– Need local staff
– Could license concept to other cities
• General web-framework readily extends
Potential Sources of Revenue
• Government money available for obesity prevention programs (e.g. NIH). Useful for development and launch. Possibly ongoing.
• Website could have free and premium levels (such as Fitbit)
• Local institution advertisement (art museum, children’s museum, zoo, etc.). Linked promotions.
• Other advertisement appropriate with mission.
Technological Risk
• The technological risk is very low
• The web technologies required are comparable to currently active websites.
• The image analysis for validation component either exists or is developable within current team’s skill set. Initially optional for launch.