Regular physical activity energises you to perform daily chores, deal with stress better and improves your quality of sleep.
Soon, wearable fitness devices will be able to diagnose diseases. Could that lead insurers to deny coverage to people based on their data alone?
A new study highlights beneficial physical adaptations.
Scientifically you can be overweight and healthy - and yet there is still an obesity stigma.
Old habits die hard.
Scientists have investigated the complicated link between omega-3 fatty acids and fitness.
Want to save pounds while shedding pounds? Try these new ways to get fit and keep healthy.
There's not enough evidence that sports drinks are any better at hydrating you than water.
The ideal fitness regime is not just a matter of time.
Why that fitness plan you saw online probably won't help you lose as much weight as it claims.
For his fight with Gennady Gennadyevich Golovkin, Kell Brook had to gain weight in just the right places.
Forget high-end design and cutting-edge communication. The new Watch is a fitness device and heralds a shift for the company – from enabling self-expression to nudging users toward self-mastery.
We need children to get hold of their fitness levels - literally.
Fitbit and other wearable technology are good for keeping track of your personal fitness. But should they be used by school children?
Sprinters may be able to power through, but endurance athletes could suffer from hyperthermia and dehydration.
Why less is more when it comes to exercise.
The first article in our series on urban sports looks at how CrossFit has given gruelling exercise a corporate makeover – and why that might be a good thing.
Spare a thought for the cast of thousands that has to worry about player fitness and team logistics in a major sporting event.
While walking is a great way to get people moving, evidence has found the program doesn't target people who need it the most, and people swap high intensity exercise for more steps.
The human psyche loves a challenge as well as a pat on the back for achievement. Pervasive computing taps into these drives to 'gamify' aspects of life that are typically not games or even much fun.