2021
DOI: 10.3991/ijoe.v17i07.22349
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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

Abstract: 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… Show more

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Cited by 9 publications
(8 citation statements)
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“…Intawong et al [ 14 ] examined the effectiveness of a gamified AR app, “Camt comic run”, at Chiang Mai University. The study revealed increased participation and motivation among participants with initially low physical activity levels but did not significantly affect those already meeting activity guidelines.…”
Section: Discussionmentioning
confidence: 99%
“…Intawong et al [ 14 ] examined the effectiveness of a gamified AR app, “Camt comic run”, at Chiang Mai University. The study revealed increased participation and motivation among participants with initially low physical activity levels but did not significantly affect those already meeting activity guidelines.…”
Section: Discussionmentioning
confidence: 99%
“…Marathon running has also been linked to a lower incidence of hyperlipidemia, hypertension, and diabetes [18]. Regular runners have been reported to have decreased rates of death and disability from all causes [19], [47].…”
Section: Health and Injury Of Runnersmentioning
confidence: 99%
“…El uso de la RA basada en la ubicación por GPS también se justifica por la actividad física que puede estimular en los estudiantes, como la aplicación "Camt comic run" evaluada en estudiantes universitarios (Intawong & Puritat, 2021) y el estudio de Ruiz-Ariza y su equipo (Ruiz-Ariza et al, 2018) que evalúa la efectividad del popular juego Pokémon Go en el rendimiento cognitivo e inteligencia emocional y también menciona que el juego produjo un aumento de la cantidad de ejercicio diario en los adolescentes de secundaria.…”
Section: Realidad Aumentada Móvilunclassified
“…La gamificación también tiene un impacto positivo en promover la actividad física, un ejemplo es la intervención de un perro virtual con un sistema de recompensa basado en puntos para incitar a niños a realizar actividad física (Ahn et al, 2019). Otro aporte es la aplicación "Camt comic run" (Intawong & Puritat, 2021), un juego móvil de Realidad Aumentada basado en la ubicación para promover que los participantes hagan ejercicio con frecuencia.…”
Section: Modelo Gamificado De Aprendizaje De Tareas Y Pasosunclassified
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