FITNESS BEYOND PHYSICAL ACTIVITY

How much better can helping children get up, moving, and active be? The Makoto Arena is the first interactive fitness equipment also used to help kids with ADD/ADHD, learning disabilities, and autism spectrum disorders. It’s no wonder that schools, YMCAs and community recreation centers are anchoring their youth fitness facilities around the Makoto Arena.

WHAT THE KIDS EXPERIENCE

The player is the center of attention. Every game is different, and whether they are playing solo against the machine or with a team, the Makoto Arena will challenge all with a heart-pounding workout. Accuracy counts. Speed counts. There are numerous games available for the Makoto Arena. In a timed game, the arena scores how many targets were hit in the allotted time and also gives an average reaction time. A player can also challenge their focus and concentration skills by playing the Infinity Format where the game ends when a target is missed. Many variations are available including single and multi-player formats. Players will get addicted to this fun, active, mentally stimulating and challenging game.

“In an ideal world, Makoto would be in every school and YMCA in the country. Whether you’re trying to combat national epidemics like obesity and ADHD, or just providing a game which is good exercise, the Makoto Arena is a winner.”

-Phil Lawler, Director
Denver, CO
PE4Life Institue

GAMEPLAY

“In an ideal world, Makoto would be in every school and YMCA in the country. Whether you’re trying to combat national epidemics like obesity and ADHD, or just providing a game which is good exercise, the Makoto Arena is a winner.”
-Phil Lawler, Director
Denver, CO
PE4Life Institue
You stand in the triangular arena, facing one of the three towers. The other two towers are at either side in your peripheral vision. You are in a competition of three against one! Each tower has twelve targets. Floor pods add an additional four targets at the base of each tower. Any one of the targets could be the one to randomly activate. You never know which one of the computerized opponents will draw your action! Once you hit the “Start” button, a voice starts counting down to the beginning of your game. “Four-three-two-one….” An explosion of lights and vibrant tones draws your attention to the active tower. As you turn toward its direction, your eyes search for the location of the light on the tower. You quickly stretch to strike the target. A second tone confirms that you scored a point. Another explosion of light and sound causes you to lunge across the arena bending to strike the lower target. As quickly as you strike one target another one activates. Your opponent, Makoto, is pacing you! You are relentlessly drawn in to focusing continuously on finding and striking the targets to the exclusion of all other thoughts. Your total body moves, lunging, stretching, bending, twisting, burning calories rapidly. Until… you strike the final target and check your score.

Here’s another big difference: you can’t cheat the Makoto Arena. There are other games where, by unplugging a connection, the player can bypass the “exercise” component of the game. It’s so sad to see a well-equipped exergaming room with kids just sitting on the floor playing video games. In a Makoto Arena the player must move from tower to tower to tag each target before the light goes out. Players are scored on accuracy and reaction time. The continuously changing gameplay keeps them coming back for more.