Department of Behavioural Science and Health, University College London, London, United Kingdom.
Institute of Health Informatics, University College London, United Kingdom.
Games Health J. 2021 Dec;10(6):420-429. doi: 10.1089/g4h.2021.0060. Epub 2021 Nov 23.
Sufficient physical activity (PA) is important for all aspects of health. Smartphone apps and the use of gamification, such as narrative-based augmented reality (AR), have a great potential to engage a variety of people in more PA. Zombies, Run! (ZR) is the world's most popular running exergame app and therefore a suitable model to understand what users find engaging. To understand people's motivation and experience of using a narrative-based AR exergame app ZR for PA. ZR users were randomly selected for interview from a quantitative ZR user's survey. Interviews which were guided by a semistructured topic guide were audio-recorded, transcribed, and analyzed using inductive and deductive thematic analysis. Participants were 15 males and 15 females aged 16-53 years (mean = 36, SD = 10), from 13 countries, with the largest proportions from the United States (30%) and United Kingdom (23%). The majority (73%) used ZR while running, followed by cycling and walking. Four overarching themes that emerged were: "Reasons for starting and staying with ZR," "Preferred features," "Perceived effects of ZR," and "Pros and cons of the app." Sixteen subthemes included the attraction of gamification and narrative appeal, desire to add something fun to PA, or to distract from the negative physiological effects of PA. Users' favorite features were the feelings of immersion and presence through narrative, story line, and characters. The narrative motivated participants to engage in PA for longer sessions and encouraged long-term use. This study identified a number of factors that users found attractive in an AR running exergame, particularly narrative. Our findings suggest that ZR may engage people in exercise by modifying their perception of PA through a story line or narrative, dissociating the players from the effort of exertion. AR narrative-based apps may be an effective way of engaging people with health-related behaviors or habit-forming activities.
足够的身体活动(PA)对健康的各个方面都很重要。智能手机应用程序和使用游戏化,如基于叙事的增强现实(AR),具有很大的潜力,可以让各种人更多地参与体育活动。《Zombies, Run!》(ZR)是世界上最受欢迎的跑步健身游戏应用程序,因此是一个了解用户感兴趣的内容的合适模型。 了解人们使用基于叙事的 AR 健身游戏应用程序 ZR 进行身体活动的动机和体验。 从一项关于 ZR 用户的定量调查中随机选择 ZR 用户进行访谈。访谈由半结构化主题指南指导,使用归纳和演绎主题分析进行音频记录、转录和分析。 参与者为 15 名男性和 15 名女性,年龄在 16-53 岁之间(平均年龄为 36 岁,标准差为 10 岁),来自 13 个国家,其中来自美国(30%)和英国(23%)的比例最大。大多数人(73%)在跑步时使用 ZR,其次是骑自行车和步行。有四个总体主题:“开始和坚持使用 ZR 的原因”、“首选功能”、“对 ZR 的感知效果”和“应用程序的优缺点”。包括游戏化和叙事吸引力、将乐趣添加到体育活动中或分散体育活动的负面生理影响的愿望在内的 16 个次主题。用户最喜欢的功能是通过叙事、故事情节和角色获得沉浸感和存在感。叙事促使参与者进行更长时间的体育活动,并鼓励长期使用。 这项研究确定了用户在 AR 跑步健身游戏中发现的一些吸引人的因素,特别是叙事。我们的研究结果表明,通过故事情节或叙事来改变人们对体育活动的看法,将玩家与努力锻炼分开,ZR 可能会通过让人们参与运动来吸引人们进行锻炼。基于 AR 的叙事应用程序可能是吸引人们参与与健康相关的行为或习惯形成活动的有效方法。