An augmented reality music game has engaged over 800 young people in Espoo

The pilot project conducted in Espoo has shown that gamification also motivates children and youth who are not typically interested in sports.
Cave Entertainment, an Espoo-based producer of gaming and esports events, is one of the pilot projects within an EU initiative coordinated by the City of Espoo's Sports and Exercise Unit. The project is titled "Modernizing Sport to Foster a New Active Generation." All pilot projects aim to improve residents' recreational opportunities in a digitalizing world and increase everyday physical activity among the people of Espoo. A total of 11 operators from across Finland are organizing these pilots.
Cave Entertainment’s pilot project, named “Beat Saber on Tour,” brought an augmented reality gaming tour to events aimed at children and young people. The game featured was Beat Saber, a VR rhythm music game where participants use their own bodies as controllers. Over 800 children and young people from around Espoo participated in the pilot.
The physical impact of the VR game is based on combining fun and exercise. Players move to the rhythm of the music without necessarily feeling like they are exercising. In Beat Saber, players move their bodies to dodge obstacles and hit targets with virtual lightsabers as determined by the game.
Children and young people in Espoo had the opportunity to play the rhythm game at various events
The “Beat Saber on Tour” visited six events during autumn 2023. The tour's kick-off event was held at Iso Omena, where the VR rhythm game could be tried out over four days.
The main event of the pilot project was School Action Day 2023, held in Espoo as part of the European Week of Sport. Additionally, the tour was also featured at the Elävä Espoonlahti event.
The pilot project's goals were to increase physical activity and foster social cohesion among young people through gaming. The events aimed to create a sense of community where every participant felt they belonged. This approach sought to reduce feelings of loneliness and social exclusion while sparking an interest in physical activity on the young people's terms. Gamification provided a new and enjoyable approach to physical activity.
According to Cave Entertainment, the pilot project's most significant outcomes included whole-family participation, increased sense of belonging among children, and opportunities for meaningful conversations with young people. The youth were interested in the game and engaged in discussions about it. The social situations around game-watching, waiting for turns, and other gaming-related activities fostered a sense of community.
Cave Entertainment aims to continuously develop new ways to promote physical activity and enhance its operations in collaboration with public and private entities. For more information about their activities or the pilot project, you can contact Cave Entertainment through their website: https://caveentertainment.fi/(external link, opens in a new window) or via email: eetu.maenpaa@caveentertainment.fi.