Research

The Journey: An AR Gamified Mobile Application for Promoting Physical Activity in Young Adults

The Journey: An AR Gamified Mobile Application for Promoting Physical Activity in Young Adults

The Journey: An AR Gamified Mobile Application for Promoting Physical Activity in Young Adults

ByIfeanyi Paul Odenigbo, Jaisheen Kour Reen, ChimamakaEneze, Aniefiok Friday, and Rita Orji

Abstract

“Physical activity is important to improve an individual's overall well-being. Digital interventions as they use Virtual Reality (VR) and Augmented Reality (AR), have shown success in promoting physical activity (PA) in people of all ages. This work discusses the design of an AR gamified mobile application prototype for promoting physical activity in young adults. The application (app), “The Journey” aims to promote PA in young adults’ users while they explore various touristic sites and also acquire virtual assets. This is achievable at a low cost to users by using smartphones-based AR app to tour any location of interest from the comfort of their home or outdoor. Each user's step count tracked via mobile device is used to help them navigate the location of interest. The findings from our evaluation of 29 people show that The Journey has the potential to motivate people to improve their PA both indoors and outdoors.”

Reference

Odenigbo, I. P., Reen, J. K., Eneze, C., Friday, A., &; Orji, R. (2022). The journey: An AR gamified mobile application for promoting physical activity in young adults. Adjunct Proceedings of the 30th ACM Conference on User Modeling, Adaptation and Personalization. doi:10.1145/3511047.3537652 https://dl.acm.org/doi/abs/10.1145/3511047.3537652

Keyword

Persuasive technology, virtual reality, augmented reality, ex-ergaming, physical activities, research

Category

Augmented Reality, Mobile