Zombies, Run! Follow-Up and FAQ

 Posted by on April 5, 2012  6 Responses »
Apr 052012

It has now been a little over a month since the release of Zombies, Run! for iOS and I wanted to follow-up on my initial review to offer a few more insights, as well as address some FAQs I’ve compiled. Overall, I would say that my feelings towards Zombies, Run! have not changed in the past month. While I don’t use the app every time I run (I’m trying to stretch out the available missions as long as possible!), it is still a fun and motivating addition to my workout.

One of the best parts of the game is that Six to Start has done a really great job making the audio clips and story feel real. If the game refers to a “red windmill to your right”, I often find myself looking to the right to try to find what they’re talking about! It’s particularly awesome when there is something around you that matches the description of a feature mentioned in the game. Continue reading »

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Apr 042012

After searching far and wide for the best option in regards to running with an iPod/iPhone/Droid/Walkman (only some of our audience will get that reference), we came across one of our best investments to date.  I know most people would tell you to just go for the first armband you can find at your local Apple Store, but I’m here to tell you something wildly different: fanny packs are back and are better than ever!  For those of you who have run with an armband you can probably relate when I say, “Armbands suck”!

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Mar 222012

A couple exciting things have come down the tubes from Fitbit this week. The most recent, announced today, is for all you Android users out there. The (long-awaited) Fitbit app for Android is now available (for free) here. For all intents and purposes, it looks like this app offers the same features and functions as the iOS version, which, for me, has been easy to use and is one of the better-made fitness-tracking apps I’ve come across. Note that having the app does not mean that you will be able to sync your Fitbit to your phone. You will still have to use the base station attached to a computer to upload/download information to/from your Fitbit, but any info that you do upload will be instantly sent to the app as well as to your account on their website. Continue reading »

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Zombies, Run! Available Today for iOS

 Posted by on February 27, 2012  1 Response »
Feb 272012

Yesterday, I survived a helicopter crash, escaped from two zombie mobs, and searched an abandoned hospital for vital supplies to help the survivor’s colony–all during my run! In case you’re curious what the heck I’m talking about, this is all thanks to Zombies, Run!, “an ultra-immersive running game and audio adventure for the iPhone, iPod Touch, and Android” created by London-based company Six to Start and writer Naomi Alderman. For a quick summary of the story behind the game and an overview of how it works, see my earlier post here. Today, I’m excited to report that Zombies, Run! is available for download on iOS. The base game costs $7.99. Because I pre-ordered the game, I was able to access an advance copy on Friday and did my first run with it yesterday. I therefore wanted to take this chance to share a few initial thoughts with you. Continue reading »

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Nike Announcement: The Nike+ Relaunch

 Posted by on February 22, 2012  No Responses »
Feb 222012

So, is it just me or does Nike have some sort of announcement quota they are trying to hit?  Whatever the case, they are definitely doing a good job sparking my interest.  Just to bring you up to date since September 2011 (when they sent out their apology letter, which I attached below) Nike has updated the Nike+ app for iPhone to version 3.3, which introduced Facebook Timeline integration and route posting (12/21/2011), they announced the Nike+ Fuelband (01/19/2012), updated the entire Nike+ infrastructure (02/2012), announced their new material “Flyknit” (02/21/2012), and tonight (02/22/2012), they have announced some of the major changes coming in the “relaunch of Nike+ running”.

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Running Wired or Wireless

 Posted by on February 20, 2012  2 Responses »
Feb 202012

Heart rate monitors, sport watches, iPhones, and Nike+ are just some of the technologies we choose to run with.  Recently, I began to wonder how these tools are affecting our runs and whether or not all of their effects are of a positive nature.

How do tech-based tools help?

In an article from Runner’s World by Bob Parks, he asks four runners to test HRMs (heart rate monitors) and GPS watches to see how their training was affected.  In “Why Monitors Make Us Fitter”, Parks says that various training monitors help to:

1. Stop Overtraining Many runners don’t do easy runs easy enough and this hurts their fitness in the long run. Professional triathlon coach Hank Lange says, “Watching your beats per minute can serve in a terrific governor role to keep you from overdoing it.” 

2. Stop Undertraining Likewise, you can’t get the full benefit of tempo runs if you don’t work hard enough. Barker finds that monitors help hard workouts designed to improve your lactate threshold. 

3. Get Feedback on the Fly Sometimes it’s hard to gauge your effort level on your own. It could be the wind, fatigue, the hills. In any situation, a monitor provides a pretty good picture of how hard your body’s working.

4. Monitor Your Fitness Beyond furnishing the basic pulse rate, many monitors also tally the time you spend at different training intensities. This data can help you assess how your fitness is progressing and adjust your training plan as needed. 

Continue reading »

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Jan 202012


For those of you unfamiliar with CES (Consumer Electronics Show), I’ll start by saying that it is the world’s largest consumer technology trade-show featuring over 2500 exhibitors (and if any reader out there wants to give me a ticket for 2013, I would be very appreciative).  The 2012 event wrapped up on January 13th and the show brought some exciting new innovations into the limelight. There are a few  items from the health and fitness genre that we felt deserved our attention.

Continue reading »

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