In this project, we have worked with with gamification as a term, as we try to apply this theory to try to get people to start exercising. We have, in the course of the project, examined several other programs and websites, to determine how they use gamification, and how they in this way, sway users to, for instance, completing steps to have a complete profile, or something in that manner. In the start of the project, we decided that it would be best to make some quantitative inquiries to determine how to proceed on the best manner, and to determine what the cause was, to some young people not getting enough exercise. We found out, that it was the lack of actual motivation, that drove some young people, to not do the recommended amount of exercise. On the basis of these preliminary examinations and group discussions, we decided that it would be best that we made an actual game. On this basis, we also decided that it would be best, that we had some fun factor theory in, so we knew in which direction the game was going, and how we could keep the users interested. The game is about building a viking village, with coins you earn via running or walking outside. The game is in the form of an application on a smartphone, because a person is most likely to bring this everywhere, than with a stand-alone device. Furthermore the game also comes with a GPS-tracking function, which is supposed to give the user these coins, depending on the distance which the user is walking/running. This idea was met with great excitement by the testing group, and kept them motivated to keep on exercising. If we were to keep on working on the game, it is supposed to have a multiplayer component, in which the user can compete with his or her friends, and attack the other villages.
|Uddannelser||Basis - Humanistisk-Teknologisk Bacheloruddannelse, (Bachelor uddannelse) Basis|
|Udgivelsesdato||22 jun. 2015|
- 2. Semester