A Model Proposal for Augmented Reality Game Creation to
Incentivize Physical Activity
José Antonio Cicció and Luis Quesada
Escuela de Ciencias de la Computación e Informática, Universidad de Costa Rica, Montes de Oca,
San José, 11501-2060, Costa Rica
Keywords: Gamification, Augmented Reality, Health, Fitness, Game Design, Mobile Applications.
Abstract: Obesity and a sedentary lifestyle are relevant issues in today’s society. Even though different resources can
be used to approach this problem, technology provides endless possibilities to fight against this problem. This
article presents the results of a model to create augmented reality games where goals are achieved by doing
physical activity (moving between different places). In order to evaluate the model, a prototype was built and
presented to 50 participants. The results obtained indicated that an important percentage of the interviewees
were attracted to the idea of playing a game to increase their physical activity.
1 INTRODUCTION
Nowadays more people are concerned about their
physical fitness. In fact, activity trackers and some
games to stand up and to move in a place are
commonly used to keep people motivated; however,
not all users feel the same about these long term
commitment resources (Buchem, Merceron, Kreutel,
Haesner, and Steinert, 2015).
Users, due to their human nature, tend to be
motivated by challenges that come in a competitive,
cooperative or solo form (Spillers and
Asimakopoulos, 2014). For those that may require
extra motivation, gamification is a possible way to
incentivize them to do more exercise.
Related to the topic of using technology to keep
people moving, the term of Augmented Reality (AR)
is extremely useful. AR can be defined as "a
technology that superimposes a computer-generated
image on a user’s view of the real world, thus
providing a composite view" (Oxford Dictionary of
English, 2010). This technique is becoming more and
more popular among the users of new technologies
like Google VR (Kipper and Rampolla, 2013).
The previous elements help developers to create
appealing health video games that engage users while
motivating them to do more exercise in a daily basis
(González et al., 2016).
This fact led us to create a game model to
encourage people to do exercise not only to be more
active but also to continue with the physical work as
time passes by.
By using AR, a GPS device, an accelerometer, a
gyroscope and other elements, we propose a model
where we identify the most important parts that a
game should have in order to create a health-based
video game. The latter will require users to move to
specific points in a map by walking, running or
climbing floors to get rewards and to advance in the
video game story.
In sum, the main goal of this article is to create a
model for the development of a generic video game
that incentivizes users to be more active and to have
a healthier lifestyle.
The following sections in this article include the
related work in the area of game-based research, the
purpose and the explanation of a generic model for
AR health-based games, and the data related to the
implementation of the model by creating a Role
Playing Game (RPG), which may urge people to go
to different places in order to level up and to get better
gear to unlock game missions. Later, an evaluation of
the proposed model will be conducted before
discussing the final results.
2 RELATED WORK
Organizations, healthcare providers, and public
initiatives promote healthy lifestyles through
252
Cicciøs J. and Quesada L.
A Model Proposal for Augmented Reality Game Creation to Incentivize Physical Activity.
DOI: 10.5220/0006112102520259
In Proceedings of the 10th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2017), pages 252-259
ISBN: 978-989-758-213-4
Copyright
c
2017 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
information technology. Alahäivälä and
OinasKukkonen (2016) presented a systematic
literature review that focused on “health
gamification.” The study discussed 32 studies
conducted between 2011 and 2015. Nine of them
were categorized as “increasing physical activity.”
Some of the studies in their literature review are
described below.
Recent technological devices inspire new
applications. By using Microsoft Kinect, Brauner et
al. (2013) proposed a game to promote physical
fitness that focuses on elderly people. An avatar is
presented within a garden. The player, through the
virtual avatar, can pick up carrots from the soil or
fruits and vegetables from trees and the soil. An
experiment was conducted with 70 users. Most of the
participants (72%) stated that this game increased
their motivation to exercise on a regular basis
(Brauner et al., 2013).
Nintendo Wii Fit activity games were also
evaluated. A group of beginners and non-beginners
played with Wii Fit games in different settings. The
former was positive about the games when combining
fitness and fun. However, the latter was unsatisfied
with the Wii Fit as a fitness tool (Reynolds, Sosik, and
Cosley, 2013).
HealthyTogether is an Android application that
uses an activity tracker (FitBit) that was developed in
2014. By following simple rules, the user can win
badges and points (karma points).
The game is a step and floor counter. The
application includes three settings: competition
mode, collaborative mode, and hybrid mode.
HealthyTogether was evaluated with 18 dyads. The
study found significant step and floor increase in both
cooperation and hybrid mode (up to 21.1% and
18.2%, respectively) but not in the completion mode
(Y. Chen and Pu, 2014). Another study was carried
out that considered solo mode in similar conditions.
The researchers found an increase in the amount of
exercise that was associated with gamification.
Furthermore, they concluded that gamification affects
software design (Giannakis, Chorianopoulos, and
Jaccheri, 2013).
Spillers and Asimakopoulos (2014) discussed
how extended gamification and social elements in the
mobile and the fitness context can improve people’s
motivation. Indeed, a positive short term behavioural
change was observed in their research project.
Zuckerman and Gal-Oz (2014) evaluated the
effectiveness of virtual rewards. They argued that
according to the self-determination theory (SDT) of
human motivation, three innate psychological needs
determine motivation: (1) competence, (2) autonomy,
and (3) relatedness. Results showed that daily
walking or running time while interacting with an
application was significantly higher than walking
time without any application interaction.
Figure 1: Video Game Model.
A Model Proposal for Augmented Reality Game Creation to Incentivize Physical Activity
253
3 MODEL DESCRIPTION
This section describes the elements that all AR games
that involve moving from one place to another should
include. These elements are the result of years of
developing different video games of diverse genres.
Aside from the expertise acquired through the years,
some of the key components explained in this article
can be found in the most popular games available in
the market (Novak, 2012).
The games that use this model should comply
with the following requirements: a mobile device that
has an active internet connection, a GPS, and a
camera.
Figure 1 shows the proposed model with its
components. These components include game design,
statistics, user information, anti-cheat control,
augmented reality, notifications, data collector, and
social interaction. The following sections describe the
previous concepts.
3.1 Game Design
Game design is an essential component that includes
rules, gameplay, and storyline. All of them combined
facilitate the interaction between players in case the
game has health purposes (Novak, 2012).
3.1.1 Game Mechanics
There are several game mechanics that can be
incorporated in order to incentivize people to do
exercise. We consider that there are four main game
mechanics—steps, walking, running, and floor
climbing— that can be used in order let the player
interact with the game. By using and mixing these
four mechanics, different types of exercises can be
covered (from casual training to more complex
exercise routines).
Some actions can be followed in order to
promote physical activity in the players (González et
al., 2016). For instance, if it is assumed that users do
not exercise regularly, they can start using the stairs
instead of elevators to get to their destiny. Moreover,
they can start walking short distances every day.
The game should be able to distinguish between
walking and running. This can be achieved by using
a combination of the GPS and the accelerometer of
the mobile device. By using the correct type of
movement and velocity, the game can provide users
with different options in terms of the quests to be
accomplished and the type of loot to be earned.
3.1.2 Goals
The game should have different goals that can be
achieved as a result of the interaction between the
user and the application (Novak, 2012). The game
must have a list of customized daily goals for the
player. The goals will be based on (1) how many steps
have been made, (2) the distance, either by walking
or running, that has been traveled, and (3) how many
stairs or floors have been climbed.
The game should have an algorithm capable of
creating customized goals based on the users’
performance. The idea is to ask players for an extra
effort every day they use the game. This idea can be
achieved by presenting different places to visit in a
single day or by including a far place to go.
When the goals depend on the users, the game
provides a personalized experience and will get the
highest possible retention ratio. If the user is falling
behind, aspects such as distance and time should be
easier for them to complete.
The game should spawn points on the map. Those
points will represent the places the player should visit
in order to make some kind of progress in the game.
In addition to spawning points all over the map, the
user can be encouraged to get to a specific place,
within a time limit, by walking or running. Some
goals can be based on the number of times a specific
place is visited within a timeframe. Similarly, the
player can achieve a goal by traveling the double or
thrice of the standard goal.
3.1.3 Story
An essential part in today’s games is their story. The
story is the way people can get identified with the
game and have an urge to keep playing. All games
have a story which can be as simple or complex as the
creators want (Dille and Zuur Platen, 2008). The idea
is to have an easy-to-pick-up story to attract more
people into the game. This should be aligned with the
goals described in Section 3.1.2. In other words, the
users have to be motivated during the game in order
to keep moving through the different levels.
Another important aspect is to have a story that
has a replay value. The story cannot be linear with a
beginning and end because the main goal is to keep
people interested in exercising from a mid to a long
term. In order to do this, the story can have
multiplayer elements that give an additional replay
value to the players.
The two techniques that can be used with the
players are to have them compete by themselves or to
have them cooperate among each other to get a
common goal (Novak, 2012). Aside from the
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retention ratio, these techniques can help to attract
more users into the game in less time because its
existence can be easily spread (González et al., 2016).
3.1.4 Rewards
When a goal is achieved, the user should be rewarded
by the effort made while playing the game. The
reward can be a permanent upgrade—like gaining
experience for the character, getting perk, or
unlocking new weapons—or a temporary upgrade—
like being healthier and causing more damage for a
specific amount of time.
The rewards are an essential part of any game
because users feel engaged with the story and may
want to do more exercise to get more rewards (Novak,
2012). Additionally, they can have a positive impact
on the replay value by making it easier for people to
feel attracted to the content that the game offers.
3.1.5 User Progression
In order to have the highest percentage of retention
ratio, the game should make the players feel that they
are making progress. This can be done by unlocking
the game content as the user goes through challenges
or achieves a goal.
User progression creates the illusion that players
are constantly completing different actions and that
there is a constant purpose and motivation to finish
the game (F. X. Chen, King, and Hekler, 2014). The
story elements and the user progression can give a
higher replay value to the game because the idea is
for users to come and play again.
The game should be able to create new goals and
objectives based on the characteristics of each user.
By learning about the players’ habits, the game can
provide a personalized experience. For instance, the
game can create goals or missions that require more
effort when the user is more interested in the game.
3.2 Statistics
Every game that is intended to motivate people to be
healthier by doing more exercise should collect and
present statistical data (Brauner, Calero Valdez,
Schroeder, and Ziefle, 2013). With this information,
players can learn more about their performance in a
specific timeframe.
The collected data can be presented in charts and
in a granular way. The data can include what the user
did in a particular day with an hourly breakout or with
their performance within a month, a quarter, a
semester, or any other long-term timeframe.
Developers should compare users’ performance
between different timeframes by using friendly-via
graphics, which include the time users prefer to do
exercise and the average workout time.
3.3 User Information
Health-related applications should create a
customized experience for their users by gathering
information about their physical activity performance
(Alahäivälä and Oinas-Kukkonen, 2016). The game
should ask the players for basic data that includes—
but not limited to—age, sex, height, weight and how
often he or she does exercise or intends to do it.
The weight data gathered from the user should be
updated on a monthly basis in order to enable
developers to create more accurate health plans for
the players. Moreover, the progress made by the users
can be tracked while they use the application.
The user information module should keep the raw
data of how a player has been performing while using
the app. Also, this module should be able to create an
estimate of the calories the player has burned within
a specific timeframe. Furthermore, if the users have a
weight or distance target, this module can feed the
game goals to help them achieve the health goal.
3.4 Augmented Reality
AR is intended to give users the bridge between
reality and the game they are playing (Kipper and
Rampolla, 2013). The idea is to collect objects in a
real world location and to use them within the
boundaries of the virtual game.
There are several ways AR can be incorporated
into the game. For instance, when a player gets to a
target destination, he or she will have the option to
search a zone and find an object. Once the object is
found by using the device camera, the users will get a
reward in the game. By combining these features, the
limits are only set by the developers’ imagination.
3.5 Anti Cheat Control
All games need a mechanism that prevents players
from cheating. This particular software piece should
detect if the player is trying to achieve the goals by
skipping the required exercises.
The game should have an algorithm mix that uses
devices such as the GPS, the gyroscope, and the
accelerometer to measure how fast the player is
traveling. In fact, these mechanisms can detect if the
movements made by the users are possible for human
beings.
A Model Proposal for Augmented Reality Game Creation to Incentivize Physical Activity
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In this sense, the module should cap the maximum
possible velocity of the players to detect if they are
traveling by car instead of walking or running. By
using the previous devices, the system detects more
accurately if the user is doing exercise or not.
3.6 Notifications
Notifications remind users to stay active (Brauner et
al., 2013). For instance, notifications let players know
when they have to move either because they have
been inactive for a long time or because they have to
look for bounties or upgrades. Socially speaking,
notifications can tell users when friends are asking for
help, when they want to compete, or when a
cooperative mission is needed.
Notifications should be customized in order to
give users the option to enable or disable data. The
players should decide what kind of information they
want to receive after completing the tasks included in
the notifications in order to avoid any unpleasant
experiences. By providing this possibility, users will
not feel overwhelmed or annoyed if they receive
notifications of activities that they do not want to see.
3.7 Data Collector (Device)
One of the most relevant aspects to consider when
creating a health-based video game is the device
players need to use. The device has to be to capable
of tracking the movement of the users, their velocity
and the places they visit.
In order to fulfill the previous requirements, the
device should include at least a GPS to have the
geolocation of the user and to create target points
where they should go within a distance range. In
addition, an accelerometer and a gyroscope are
required to avoid relying only on a GPS connection
and to help reduce the possibility of cheating in the
game.
Finally, the augmented reality functionality can
be used if the data collector has a camera and an API
that developers can access and use.
3.8 Social Interaction
Social networks aim at giving more visibility to
applications or games to help them go viral; hence, a
social module—planned in two directions— has to be
included as part of the game.
The first part is an outflow where users can post
achievements, rewards, perks, and missions in
different social networks. In addition, players can
share with other players their real life progress,
Figure 2: Objectives of the Application Mockup.
traveled distances, and time spent in a workout. The
second part is an inflow where the users can ask for
help in order to complete cooperative and competitive
missions.
4 IMPLEMENTATION
The model of the game that we implemented was
based on the model described in Section 3. The model
can be used in different game genres such as action,
simulation, and role plays.
Because a role-playing game (RPG) was set, a
story of a brave warrior trying to reclaim his family
honor and lands was developed. These lands were
stolen by the evil wizard Magrathea. To reclaim them,
the warrior needs to go through different dungeons.
When going into the dungeons, the warrior has to
meet some requirements like having a specific level
and having a special gear in order to access different
places in the game. In these situations, the user is
required to do some kind of physical activity.
The game, with the help of AR, will spawn points
of interest for the player to get different rewards—an
armor, weapons or magical powers. The game also
rewards persistency because if the players exercise
every day, their virtual character becomes more
powerful; otherwise, the virtual character becomes
weaker and loses his or her lands.
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The game includes competitive and cooperative
elements. The players can conquer unclaimed lands
and defend their lands from being conquered by other
friends. The players can get better gear or upgrades
for their gear by completing missions that may
require some kind of help from friends.
We presented six mockups to illustrate the design
of the game. Figures 2, 3, and 4 include three of them.
Figure 2 shows the objectives screen. This screen
includes the position of the players in the map and the
nearest targets. Targets must have different levels of
difficulty and should be selected prior working with
near landmarks and sights (i.e. historic sites,
fountains, monuments, statues, among others).
Figure 3 works with the augmented reality
component. Once the player achieves the goal, a
similar screen will be displayed. Figure 4 shows some
sample statistics. The remaining mockups (not
included in Figures 2, 3, and 4) are events related to
the game.
5 EVALUATION
Fifty participants, aged from 18 to 42, were
interviewed for this project. Sixteen of them were
women, and 34 were men. Basic information—age,
physical condition, and mobile telephone habits—
was gathered. All the participants owned a
smartphone and, after the required explanation, were
familiarized with the key attributes of the game.
Figure 3: Rewards of the Application Mockup.
Figure 4: Statistics of the Application Mockup.
The game mechanics were also explained to each
participant by using the mockups (see Figures 2 and
3). Then, the participants provided basic data that
included the frequency in which they exercise, their
mobile game interests, and the mobile fitness apps
they use.
In terms of` how often they do physical activity,
52% (26 participants) do not exercise regularly.
Approximately 85% (22 of 26 participants) reported
some kind of interest in the game. Participants who
exercise regularly (i.e. walk or run at least twice a
week) were interested in the game. Figure 5 displays
that 86% of the participants support the game as an
instrument to promote physical activity by using AR
components while eight participants indicated that
they do not use mobile telephones to play.
When asked if they would play the game while
exercising, seven participants (14%) provided a
negative answer. The main reasons they provided to
support their decision include one of the following:
(1) “I prefer to practice different types of exercises
(i.e. swimming, going to the gym, and riding a
bicycle);” (2) “I feel insecure using the mobile phone
outdoors in some places;” and (3) “I exercise but
without any mobile application.”
Five participants (62.5%) indicated that they like
a game that uses AR. These participants correspond
to the ones who regularly use smartphones to play.
Only three participants answered that they were not
interested in this type of game.
A Model Proposal for Augmented Reality Game Creation to Incentivize Physical Activity
257
From the total number of participants interested in
the application, 100% mentioned that having access
to statistics over time to see their monthly or quarterly
progress is extremely useful. Approximately 92 %
considered that they need daily statistics, and 85% of
the participants need the application to tell them when
to do exercise.
The participants were asked if they knew what
AR is. For those who were unsure or did not know, a
video with concrete examples was used to explain the
concept to the participants. After seeing the mockups
of the game and claiming that they were interested in
it, 85% of the participants said that the AR component
was essential and attractive in the game.
Figure 5: Participants’ Interest in the Game.
6 DISCUSSION
The results revealed that people who do not exercise
are more willing to change their routine if they find a
strong reason to do so. In this project, ‘this reason’ is
called the AR game. Similarly, people who already
have an exercise routine also feel attracted to this kind
of game application.
Based on the results obtained, the massive use of
these technologies (AR and Smartphones) should be
taken into account by many developers because they
incentivize people do change their sedentary lifestyle.
By changing users’ habits, other problems such as
diabetes and hypertension can be avoided or at least
decreased. Due to the fact that being attracted to video
games is not based on age or sex, new technologies
have the possibility of reaching more people.
The findings also state that the proposed model
provides the main components that a game should
have in order to incentivize people to do exercise.
This is possible because of the mechanics proposed in
the game design section, which provide an overview
of what a game should have in order to increase the
number of engaged players. Users are attracted to a
game when it has a high-replay value, an interesting
story, and cooperative and competitive elements.
The participants also highlighted the importance
of having player statistics which help to gather data
of the users’ real life progress in short and medium
term. This part of the module is fundamental because
if data is not quantified, users cannot determine if
they are making progress in the game.
Some participants were really worried about the
idea of playing in public places due to security
problems. One possible solution is to consider places
with low crime rates to be part of the game.
When developing a AR and Fitness Game, the
lack of guidelines to design this kind of software
increases the cost of the project and the effort that is
needed to finish it. Therefore, having a model in mind
will definitely help developers to design and to build
AR games.
Finally, this model can be used in other types of
exercises. For instance, roller skating, cycling or any
other sport that involves moving from one place to
another. For future projects, more participants can be
included to test a possible prototype.
As shown in this article, new technologies can be
used to reduce some of the most common problems
related to a sedentary lifestyle.
ACKNOWLEDGEMENTS
This work was partially supported by the Escuela de
Ciencias de la Computación e Informática at
Universidad de Costa Rica (ECCI-UCR).
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