Literature DB >> 34813376

Running App "Zombies, Run!" Users' Engagement with Physical Activity: A Qualitative Study.

Nuša Farič1, Henry W W Potts2, Sarah Rowe3, Taryn Beaty4, Adrian Hon5, Abi Fisher1.   

Abstract

Introduction: 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. Objective: To understand people's motivation and experience of using a narrative-based AR exergame app ZR for PA. Materials and
Methods: 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.
Results: 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. Conclusions: 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.

Entities:  

Keywords:  Augmented reality; Exercise; Health; Leisure activities; Mobile applications; Obesity; Qualitative research; Sports; Videogames; Virtual reality

Mesh:

Year:  2021        PMID: 34813376     DOI: 10.1089/g4h.2021.0060

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  1 in total

1.  Associations of Problematic Internet Use, Weight-Related Self-Stigma, and Nomophobia with Physical Activity: Findings from Mainland China, Taiwan, and Malaysia.

Authors:  Wei Liu; Jung-Sheng Chen; Wan Ying Gan; Wai Chuen Poon; Serene En Hui Tung; Ling Jun Lee; Ping Xu; I-Hua Chen; Mark D Griffiths; Chung-Ying Lin
Journal:  Int J Environ Res Public Health       Date:  2022-09-25       Impact factor: 4.614

  1 in total

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