Play
GymgaPlay
The access point for movement-centric experiences designed for adults and children.
Proprietary platform
Digital experiences played through body movement, using a standard webcam.
GymGamEnt turns movements captured by a webcam into game actions, exercises and educational activities.
Experiences are accessed through GymgaPlay. They require no controllers, motion-capture suits or dedicated hardware: computer vision and body tracking read the player’s activity.
GymGamEnt experiences run in the browser on computers and webcam-equipped devices: the player frames their body, completes a short calibration and movement becomes the control system.
GymgaPlay is the entry point to movement-centric games. Activities combine play, wellness and educational or cultural content; they can be used by adults and children at home or in schools, companies, health settings and events.
Play
The access point for movement-centric experiences designed for adults and children.
Detect
The webcam observes movement and turns it into input without wearable devices.
Create · in development
The announced no-code environment for independently creating and publishing new experiences.
Star2Fit precedes GymGamEnt and represents the initial stage in bringing physical activity, digital content and play together.
The 2024 Books for Peace recognition belongs to the Star2Fit name. Later recognitions belong to GymGamEnt: the continuity is stated without retrospectively changing the award’s attribution.
2024
2025
2026
2026
Research · accepted
Title, authors and DOI to be added once the exact contribution is identified
2026
Top Moment reconstructed football actions in 3D for television in 1995. Virtual sets connected the camera and digital space in real time.
GymGamEnt now applies the same vertical expertise to player movement. The platform is the current chapter of that path, not a change of field.