GAMEFIT is a virtual reality fitness program piloted in New Zealand schools, including Thames High School and Wellington High School. Students burn an average of 504.3 calories per session. We provide Meta Quest 3 headsets, a teacher management portal, and on-site workshops to transform physical education.

REIMAGINING

FITNESS FOR THE

NEXT GENERATION

PIOPIO COLLEGE // TAUMARUNUI HIGH SCHOOL // TE KUITI HIGH SCHOOL // THAMES HIGH SCHOOL // ŌTOROHANGA COLLEGE // PIOPIO COLLEGE // TAUMARUNUI HIGH SCHOOL // TE KUITI HIGH SCHOOL // THAMES HIGH SCHOOL // ŌTOROHANGA COLLEGE // PIOPIO COLLEGE // TAUMARUNUI HIGH SCHOOL // TE KUITI HIGH SCHOOL // THAMES HIGH SCHOOL // ŌTOROHANGA COLLEGE // PIOPIO COLLEGE // TAUMARUNUI HIGH SCHOOL // TE KUITI HIGH SCHOOL // THAMES HIGH SCHOOL // ŌTOROHANGA COLLEGE //
THE MISSION

Inspiring movement
through immersive
gaming.

We bring VR fitness into New Zealand schools with a proven programme that sparks movement, builds confidence, and engages every student.

From pilot set up to ongoing delivery, we work side by side with teachers and coordinators to make sure GAMEFIT™ is easy to run, impactful for students, and backed by real results.

Want new ways to get students moving? We provide everything needed, from equipment to training, to make VR fitness a success in your school.

VR CAPTURE
PE REDEFINED
PERFORMANCE METRICS

504.3

CALORIES

Average calories burned in a 40-minute session—with highly active students regularly hitting 730+ calories.

ANAEROBIC ZONEACTIVE

100%

HR ZONE

[ SCANNING BIOMETRICS // CALORIC OUTPUT // TARGET: ANAEROBIC ZONE // 185 BPM ][ SCANNING BIOMETRICS // CALORIC OUTPUT // TARGET: ANAEROBIC ZONE // 185 BPM ][ SCANNING BIOMETRICS // CALORIC OUTPUT // TARGET: ANAEROBIC ZONE // 185 BPM ][ SCANNING BIOMETRICS // CALORIC OUTPUT // TARGET: ANAEROBIC ZONE // 185 BPM ]
[ SCANNING BIOMETRICS // CALORIC OUTPUT // TARGET: ANAEROBIC ZONE // 185 BPM ][ SCANNING BIOMETRICS // CALORIC OUTPUT // TARGET: ANAEROBIC ZONE // 185 BPM ][ SCANNING BIOMETRICS // CALORIC OUTPUT // TARGET: ANAEROBIC ZONE // 185 BPM ][ SCANNING BIOMETRICS // CALORIC OUTPUT // TARGET: ANAEROBIC ZONE // 185 BPM ]
THE ECOSYSTEM
[01 // 04]ACTIVE

FITNESS-READY HEADSETS

GAMEFIT™ delivers a turnkey VR fitness solution built for schools. Each headset arrives fully prepared, updated, configured, and preloaded with proven fitness content. Designed for comfort and extended classroom use, our headsets make it easy to start moving right out of the box, with no setup stress or technical barriers.
[02 // 04]ACTIVE

MANAGEMENT SYSTEM

Our education portal makes running VR fitness sessions simple and seamless. Teachers can cast content to the class, manage activities across multiple headsets, and easily control what students see. Built specifically for schools, the GAMEFIT™ system keeps everything organised, accessible, and ready to go.
[03 // 04]ACTIVE

ON-SITE WORKSHOP

To ensure success from day one, GAMEFIT™ provides an in-school workshop for staff and students. We build confidence through hands-on training, making it easy for teachers to run sessions and for students to dive straight into VR fitness.
[04 // 04]ACTIVE

PROVEN FITNESS GAMES

Every headset comes with VR games carefully tested for engagement and real fitness outcomes. Our library is fun, inclusive, and proven to get students active, turning movement into something they look forward to.
01
THE ETHOS

TRANSFORMING HEALTH, FITNESS, AND PHYSICAL EDUCATION IN NEW ZEALAND SCHOOLS.

02
THE APPROACH

WE COMBINE IMMERSIVE TECHNOLOGY WITH PROVEN MOVEMENT-BASED GAMES.

03
THE SOLUTION

WE REPLACE THE SELF-CONSCIOUSNESS OF TRADITIONAL PE WITH PURE, UNINHIBITED MOVEMENT.

04
THE RESULT

ENGAGING EVERY STUDENT TO BUILD LIFELONG HABITS.

Proven through pilots with Sport Waikato and expanding nationwide. GAMEFIT™ is the new standard for active classrooms.

THE ARCHITECTS

JESSICA MANINS

[VISION & STRATEGY] // 20 YRS EXP // PROJECT_R FOUNDER

JESSICA MANINS
JESSICA MANINS
[ BIOMETRIC SCAN // COMPLETE ]
Jessica is a pioneer in New Zealand’s VR industry with over 20 years of experience in creative technology. Six years ago, she co-created Oddball, an award-winning VR game that showed the magic of using immersive play to get young people moving. That breakthrough became the foundation for GAMEFIT™, where Jessica combines her passion for spatial computing with her vision for reimagining physical education. As co-founder of Beyond and founder of ProjectR, New Zealand’s first VR/AR R&D hub, Jessica has been at the centre of growing the local immersive tech community.

ANTON MITCHELL

[TECHNICAL LEAD] // UX/UI ARCHITECT // TECH DIRECTOR

ANTON MITCHELL
ANTON MITCHELL
[ BIOMETRIC SCAN // COMPLETE ]
Anton is the technical lead behind GAMEFIT™, bringing extensive experience in software, immersive game development, and user experience design. As co-founder of Beyond, he has directed the creation of award-winning VR projects including Runaways, Oddball, He Tohu VR, Ripple VR, and Drive VR. With a proven track record of pushing the boundaries of immersive technology, from digitising the Treaty of Waitangi archives to developing the world’s first 8-player free-roam Oculus Quest game. Anton ensures every project is built on strong systems, engaging gameplay, and thoughtful UI/UX.

PHIL MASKELL

[PROGRAMME DESIGNER] // 20+ YRS EXP // WĒTĀ WORKSHOP ALUMNI

PHIL MASKELL
PHIL MASKELL
[ BIOMETRIC SCAN // COMPLETE ]
Phil leads the design of GAMEFIT™ programmes, drawing on more than 20 years in the global games industry. He has created interactive experiences for world-class studios including Wētā Workshop, Magic Leap, Electronic Arts, Gameloft, and Eidos, working across iconic titles such as Harry Potter, Battlefield 1942, Buzz!, My Little Pony Mobile, and Dr. Grordbort’s Invaders. At GAMEFIT™, Phil applies this depth of experience to shaping VR fitness programmes that are engaging, inclusive, and effective for schools.

Bring the future of fitness to your school today with GAMEFIT™

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