A Framework of Developing Mobile Gamification to Improve User Engagement of Physical Activity: A Case Study of Location-Based Augmented Reality Mobile Game for Promoting Physical Health

This study presents the framework of developing mobile gamification for conducting application on health promotion. The method is composed of four phases adapted from the spiral model: objectives determination for enhancement of positive health; core game flow and mechanics definition; development,...

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Main Authors: Kannikar Intawong, Kitti Puritat
Format: Article
Language:English
Published: International Association of Online Engineering (IAOE) 2021-07-01
Series:International Journal of Online and Biomedical Engineering
Subjects:
Online Access:https://online-journals.org/index.php/i-joe/article/view/22349
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spelling doaj-31b14bd8049a40f392503594f64250b92021-09-02T22:13:03ZengInternational Association of Online Engineering (IAOE)International Journal of Online and Biomedical Engineering2626-84932021-07-01170710012210.3991/ijoe.v17i07.223498109A Framework of Developing Mobile Gamification to Improve User Engagement of Physical Activity: A Case Study of Location-Based Augmented Reality Mobile Game for Promoting Physical HealthKannikar Intawong0Kitti Puritatchiangmai universityThis study presents the framework of developing mobile gamification for conducting application on health promotion. The method is composed of four phases adapted from the spiral model: objectives determination for enhancement of positive health; core game flow and mechanics definition; development, test and evaluation; and the next iteration plan. To evaluate the frame-work, we developed Camt comic run application to provide a practical method to select the suitable game elements (leaderboard, score point, map progress bar, inventory and randomness) and validation by Game Experience Questionnaire (GEQ): Four weeks with 40 participants were to investigate the outcome of the application which was divided into two stages. Week 1 and Week 2 were the baseline stage collecting behavioral information of participants.  In the second stage – Week 3 and Week 4 – the participants were divided into two groups:  the ones who use our application and those who don’t. The results showed that gamification drove the engagement and motivation of participants who had not reached the standard guideline. The data showed significance mostly in participants who had less physical activity than physical activity guidelines at least 150 min/week and average increase physical activity rate from baseline.https://online-journals.org/index.php/i-joe/article/view/22349gamification, health promotion, physical activity, engagement
collection DOAJ
language English
format Article
sources DOAJ
author Kannikar Intawong
Kitti Puritat
spellingShingle Kannikar Intawong
Kitti Puritat
A Framework of Developing Mobile Gamification to Improve User Engagement of Physical Activity: A Case Study of Location-Based Augmented Reality Mobile Game for Promoting Physical Health
International Journal of Online and Biomedical Engineering
gamification, health promotion, physical activity, engagement
author_facet Kannikar Intawong
Kitti Puritat
author_sort Kannikar Intawong
title A Framework of Developing Mobile Gamification to Improve User Engagement of Physical Activity: A Case Study of Location-Based Augmented Reality Mobile Game for Promoting Physical Health
title_short A Framework of Developing Mobile Gamification to Improve User Engagement of Physical Activity: A Case Study of Location-Based Augmented Reality Mobile Game for Promoting Physical Health
title_full A Framework of Developing Mobile Gamification to Improve User Engagement of Physical Activity: A Case Study of Location-Based Augmented Reality Mobile Game for Promoting Physical Health
title_fullStr A Framework of Developing Mobile Gamification to Improve User Engagement of Physical Activity: A Case Study of Location-Based Augmented Reality Mobile Game for Promoting Physical Health
title_full_unstemmed A Framework of Developing Mobile Gamification to Improve User Engagement of Physical Activity: A Case Study of Location-Based Augmented Reality Mobile Game for Promoting Physical Health
title_sort framework of developing mobile gamification to improve user engagement of physical activity: a case study of location-based augmented reality mobile game for promoting physical health
publisher International Association of Online Engineering (IAOE)
series International Journal of Online and Biomedical Engineering
issn 2626-8493
publishDate 2021-07-01
description This study presents the framework of developing mobile gamification for conducting application on health promotion. The method is composed of four phases adapted from the spiral model: objectives determination for enhancement of positive health; core game flow and mechanics definition; development, test and evaluation; and the next iteration plan. To evaluate the frame-work, we developed Camt comic run application to provide a practical method to select the suitable game elements (leaderboard, score point, map progress bar, inventory and randomness) and validation by Game Experience Questionnaire (GEQ): Four weeks with 40 participants were to investigate the outcome of the application which was divided into two stages. Week 1 and Week 2 were the baseline stage collecting behavioral information of participants.  In the second stage – Week 3 and Week 4 – the participants were divided into two groups:  the ones who use our application and those who don’t. The results showed that gamification drove the engagement and motivation of participants who had not reached the standard guideline. The data showed significance mostly in participants who had less physical activity than physical activity guidelines at least 150 min/week and average increase physical activity rate from baseline.
topic gamification, health promotion, physical activity, engagement
url https://online-journals.org/index.php/i-joe/article/view/22349
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