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Core Health and Fitness | Fit Tech promotion
Core Health and Fitness | Fit Tech promotion
Core Health and Fitness | Fit Tech promotion
features

People profile: Charlotte Roach

Rabble: founder

Much of the fitness industry branding is based on a no pain, no gain philosophy, but we didn’t want to present Rabble like that, even though a session is ridiculously tiring!

Published in Health Club Management 2019 issue 6

What is Rabble?
It’s a high intensity team workout, based on modified playground games, such as dodgeball and catch the flag. We now have a library of around 500 games, some of which have been inspired by popular culture, such as Game of Thrones, while others bring in a number of different sports, such as Nesketball, which is a mash up of netball, basketball and American football.

We guarantee our sessions will be a great workout, that people will make friends and they’ll want to come back. There are no pre-requisities – you don’t have to be good at sport to play. The social element is key to the success, as it builds a community, which leads to retention. The original London group has led to seven weddings and three babies!

How did it come about?
While I was doing my degree in neuroscience and physiology I was a triathlete, competing at elite level and with my eye on the 2012 Olympics. But a near fatal bike crash in 2009 dashed my dreams.

Although I did go back to competing, I suffered from back problems – I could feel the metal pins holding my back together jarring when I ran. In 2010, after a second operation on my back, I started to question whether it was worth it.

After graduating, starting work as a construction manager and saying goodbye to my elite sport ambitions, I was looking forward to having a more healthy relationship with exercise. As an elite athlete, your personality is so tied up with your sport and success. You are always pushing yourself to the maximum, on the borderline of it being sustainable and always on the edge of injury. I was looking forward to enjoying exercise, but found that without a goal I lacked motivation.

Exercise became a chore. I started to dread or avoid gym sessions and then experienced the guilt after. I realised that if I felt like that, a lot of other adults would feel like it too. I wanted exercise to be something enjoyable, which I looked forward to and felt good after and that I could do with friends, which is how I came up with the idea of designing workouts based on childhood games.

What has been the biggest challenge in growing the concept?
Education has been one of them. Because we are the first to create an exercise concept like this, it can be difficult to position them as an effective form of exercise. Much of the fitness industry branding is based on a “no pain, no gain” and “sweat is your friend” philosophy, but we didn’t want to present Rabble like that, even though a session is ridiculously tiring! In our marketing, we try and project the idea that Rabble is predominantly fun, but also a great workout.

The other challenge has been dealing with people’s negative experiences of school sport: childhood games can bring up the nostalgic fear of being the last to get picked for teams and the first to get caught in tag. So, we’ve had to put across that our approach is different – there is no team picking, no favourites and all the games are set up so that everyone contributes, regardless of physical ability.

What does a session involve?
They are an hour long and include a variety of games, both to make it more interesting and also to stop people getting too good at them, which can then become intimidating for newbies. We approach the session as if everyone is new, so we give them three rules to play a game at the start and after every few minutes introduce another rule, so they can learn to play quite complex games very quickly.

There are lots of opportunities to bring in strength exercises as well. The extent of this depends on the instructor and also the space – the smaller a space, the more strength exercises are needed.

When and why did you decide to license Rabble?
We launched the licence in 2018, as we wanted to make it more widely accessible, while keeping it affordable and non-exclusive. There has been a fantastic response, from fitness instructors as well as people from outside the industry.

How could health and fitness operators engage?
We are very keen to work with more health and fitness operators and we believe we can bring a different dimension to their offering, attracting people who are disillusioned by the gym or exercise classes with repetitive movements. Sessions can take place in parks, sports halls, studios, car parks, tennis or basketball courts.

The best way for operators to engage with Rabble is to buy a licence and train an instructor. The training costs between £200 and £300, depending on whether it’s done in person or online, and the licence is £25 a month.

What plans do you have?
We just want to keep growing the network and would love to do more work with health clubs, as well as to continue to support our instructors. Going forward, we will increasingly be looking at ways to mobilise inactive people, as well as to work within schools – we are keen to change the impact and perception of school sport early on.

Rabble – the lowdown
  • Since 2018, Rabble has grown to 120 territories and more than 3,000 sessions a week.
  • A questionnaire-based study completed by Loughborough University’s Department of Exercise and Health Sciences found 87 per cent of respondents said Rabble was good for their mental health and 94 per cent for their physical health.
  • It appeals to people who find gym exercise tedious and want to meet new people.
  • Sessions cost £5-£10, depending on location.
  • The profile of classes depends on the instructor – young instructors tend to attract a higher number of young participants and older instructors attract older participants.
  • The games need a minimum of four players and can go up to 40. The optimum number is 30.
  • Minimal equipment is needed – balls, bibs and cones.
Sign up here to get Fit Tech's weekly ezine and every issue of Fit Tech magazine free on digital.
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Digital
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features

People profile: Charlotte Roach

Rabble: founder

Much of the fitness industry branding is based on a no pain, no gain philosophy, but we didn’t want to present Rabble like that, even though a session is ridiculously tiring!

Published in Health Club Management 2019 issue 6

What is Rabble?
It’s a high intensity team workout, based on modified playground games, such as dodgeball and catch the flag. We now have a library of around 500 games, some of which have been inspired by popular culture, such as Game of Thrones, while others bring in a number of different sports, such as Nesketball, which is a mash up of netball, basketball and American football.

We guarantee our sessions will be a great workout, that people will make friends and they’ll want to come back. There are no pre-requisities – you don’t have to be good at sport to play. The social element is key to the success, as it builds a community, which leads to retention. The original London group has led to seven weddings and three babies!

How did it come about?
While I was doing my degree in neuroscience and physiology I was a triathlete, competing at elite level and with my eye on the 2012 Olympics. But a near fatal bike crash in 2009 dashed my dreams.

Although I did go back to competing, I suffered from back problems – I could feel the metal pins holding my back together jarring when I ran. In 2010, after a second operation on my back, I started to question whether it was worth it.

After graduating, starting work as a construction manager and saying goodbye to my elite sport ambitions, I was looking forward to having a more healthy relationship with exercise. As an elite athlete, your personality is so tied up with your sport and success. You are always pushing yourself to the maximum, on the borderline of it being sustainable and always on the edge of injury. I was looking forward to enjoying exercise, but found that without a goal I lacked motivation.

Exercise became a chore. I started to dread or avoid gym sessions and then experienced the guilt after. I realised that if I felt like that, a lot of other adults would feel like it too. I wanted exercise to be something enjoyable, which I looked forward to and felt good after and that I could do with friends, which is how I came up with the idea of designing workouts based on childhood games.

What has been the biggest challenge in growing the concept?
Education has been one of them. Because we are the first to create an exercise concept like this, it can be difficult to position them as an effective form of exercise. Much of the fitness industry branding is based on a “no pain, no gain” and “sweat is your friend” philosophy, but we didn’t want to present Rabble like that, even though a session is ridiculously tiring! In our marketing, we try and project the idea that Rabble is predominantly fun, but also a great workout.

The other challenge has been dealing with people’s negative experiences of school sport: childhood games can bring up the nostalgic fear of being the last to get picked for teams and the first to get caught in tag. So, we’ve had to put across that our approach is different – there is no team picking, no favourites and all the games are set up so that everyone contributes, regardless of physical ability.

What does a session involve?
They are an hour long and include a variety of games, both to make it more interesting and also to stop people getting too good at them, which can then become intimidating for newbies. We approach the session as if everyone is new, so we give them three rules to play a game at the start and after every few minutes introduce another rule, so they can learn to play quite complex games very quickly.

There are lots of opportunities to bring in strength exercises as well. The extent of this depends on the instructor and also the space – the smaller a space, the more strength exercises are needed.

When and why did you decide to license Rabble?
We launched the licence in 2018, as we wanted to make it more widely accessible, while keeping it affordable and non-exclusive. There has been a fantastic response, from fitness instructors as well as people from outside the industry.

How could health and fitness operators engage?
We are very keen to work with more health and fitness operators and we believe we can bring a different dimension to their offering, attracting people who are disillusioned by the gym or exercise classes with repetitive movements. Sessions can take place in parks, sports halls, studios, car parks, tennis or basketball courts.

The best way for operators to engage with Rabble is to buy a licence and train an instructor. The training costs between £200 and £300, depending on whether it’s done in person or online, and the licence is £25 a month.

What plans do you have?
We just want to keep growing the network and would love to do more work with health clubs, as well as to continue to support our instructors. Going forward, we will increasingly be looking at ways to mobilise inactive people, as well as to work within schools – we are keen to change the impact and perception of school sport early on.

Rabble – the lowdown
  • Since 2018, Rabble has grown to 120 territories and more than 3,000 sessions a week.
  • A questionnaire-based study completed by Loughborough University’s Department of Exercise and Health Sciences found 87 per cent of respondents said Rabble was good for their mental health and 94 per cent for their physical health.
  • It appeals to people who find gym exercise tedious and want to meet new people.
  • Sessions cost £5-£10, depending on location.
  • The profile of classes depends on the instructor – young instructors tend to attract a higher number of young participants and older instructors attract older participants.
  • The games need a minimum of four players and can go up to 40. The optimum number is 30.
  • Minimal equipment is needed – balls, bibs and cones.
Sign up here to get Fit Tech's weekly ezine and every issue of Fit Tech magazine free on digital.
Gallery
More features
Editor's letter

Into the fitaverse

Fitness is already among the top three markets in the metaverse, with new technology and partnerships driving real growth and consumer engagement that looks likely to spill over into health clubs, gyms and studios
Fit Tech people

Ali Jawad

Paralympic powerlifter and founder, Accessercise
Users can easily identify which facilities in the UK are accessible to the disabled community
Fit Tech people

Hannes Sjöblad

MD, DSruptive
We want to give our users an implantable tool that allows them to collect their health data at any time and in any setting
Fit Tech people

Jamie Buck

Co-founder, Active in Time
We created a solution called AiT Voice, which turns digital data into a spoken audio timetable that connects to phone systems
Profile

Fahad Alhagbani: reinventing fitness

The team is young and ambitious, and the awareness of technology is very high. We share trends and out-of-the-box ideas almost every day
Opinion

Building on the blockchain

For small sports teams looking to compete with giants, blockchain can be a secret weapon explains Lars Rensing, CEO of Protokol
Innovation

Bold move

Our results showed a greater than 60 per cent reduction in falls for individuals who actively participated in Bold’s programme
App analysis

Check your form

Sency’s motion analysis technology is allowing users to check their technique as they exercise. Co-founder and CEO Gal Rotman explains how
Profile

New reality

Sam Cole, CEO of FitXR, talks to Fit Tech about taking digital workouts to the next level, with an immersive, virtual reality fitness club
Profile

Sohail Rashid

35 million people a week participate in strength training. We want Brawn to help this audience achieve their goals
Ageing

Reverse Ageing

Many apps help people track their health, but Humanity founders Peter Ward and Michael Geer have put the focus on ageing, to help users to see the direct repercussions of their habits. They talk to Steph Eaves
App analysis

Going hybrid

Workout Anytime created its app in partnership with Virtuagym. Workout Anytime’s Greg Maurer and Virtuagym’s Hugo Braam explain the process behind its creation
Research

Physical activity monitors boost activity levels

Researchers at the University of Copenhagen have conducted a meta analysis of all relevant research and found that the body of evidence shows an impact
Editor's letter

Two-way coaching

Content providers have been hugely active in the fit tech market since the start of the pandemic. We expect the industry to move on from delivering these services on a ‘broadcast-only’ basis as two-way coaching becomes the new USP
Fit Tech People

Laurent Petit

Co-founder, Active Giving
The future of sports and fitness are dependent on the climate. Our goal is to positively influence the future of our planet by instilling a global vision of wellbeing and a sense of collective action
Fit Tech People

Adam Zeitsiff

CEO, Intelivideo
We don’t just create the technology and bail – we support our clients’ ongoing hybridisation efforts
Fit Tech People

Anantharaman Pattabiraman

CEO and co-founder, Auro
When you’re undertaking fitness activities, unless you’re on a stationary bike, in most cases it’s not safe or necessary to be tied to a screen, especially a small screen
Fit Tech People

Mike Hansen

Managing partner, Endorphinz
We noticed a big gap in the market – customers needed better insights but also recommendations on what to do, whether that be customer acquisition, content creation, marketing and more
More features