
VR Fitness for schools
Reimagining fitness for the next generation
about GAMEFIT™
GAMEFIT™ brings the power of virtual reality into New Zealand schools, transforming health, fitness, and physical education. Our VR fitness programme combines immersive technology with proven movement-based games, giving students a fun, inclusive, and engaging way to be active. Designed with input from educators and health leaders, GAMEFIT™ provides fitness-ready VR headsets, simple classroom tools, and curated content so schools can deliver safe, structured, and effective VR fitness with ease.
Proven through pilots with Sport Waikato and now expanding nationwide, GAMEFIT™ inspires healthier, more active lifestyles by reimagining physical education for the next generation. By blending physical activity with the excitement of virtual reality, we help teachers engage students of all abilities and build lifelong habits of movement, confidence, and wellbeing.
Inspiring movement through immersive gaming
We bring VR fitness into 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.
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Workshops
We run a hands-on workshop at your school to get staff and students started.
Training and confidence built from day one. -
MANAGEMENT SYSTEM
Our education portal makes it simple for teachers to manage headsets, track usage, and access resources.
Designed for schools to be simple, organised, and effective. -
FITNESS PROVEN TITLES
We only provide VR games tested to deliver real results, boosting fitness while being fun and inclusive.
Engaging content proven to get students moving.
Our Services
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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.
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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.
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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.
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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.
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OUR PARTNERS
Piopio College
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Taumarunui High School
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Te Kuiti High School
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Thames High School
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Ōtorohanga College
Piopio College • Taumarunui High School • Te Kuiti High School • Thames High School • Ōtorohanga College
MEET OUR PEOPLE
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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. She also established the VR/AR Association in New Zealand, connecting creators, educators, and innovators across the sector.
Her early pilots with Sport Waikato proved the impact of VR fitness in schools, helping to shape GAMEFIT™ into a practical, school-ready programme. An award-winning leader in user experience, gaming, and customer success, Jessica is also a seasoned coach and frequent conference speaker, sharing insights on emerging technologies and the future of learning through VR.
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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.
At GAMEFIT™, he leads the technical strategy and execution, ensuring VR fitness is delivered to schools as a seamless, reliable, and engaging solution.
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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. His expertise in game design and production ensures that every experience motivates students to move while staying fun and accessible for all skill levels.
By combining creative storytelling with proven design methods, Phil ensures GAMEFIT™ programmes keep students active, teachers supported, and classrooms inspired.