Abstract
We report data from an online mixed-methods survey that assessed the exercise routine and play experiences of players for Pokémon GO (PGO) and Harry Potter: Wizards Unite (HPWU), two augmented reality (AR) games that encourage outdoor walking. Both games significantly increased the extent of exercise for players, however exercise patterns differed between the two games’ player bases, with further variations between self-identified ‘hardcore’ and ‘casual’ players. Players also reported on key design differences between the games that had a major influence on their outdoor walking behaviour. We propose that these findings could
highlight design practices that can affect exercise outcomes in exergames in future works.
highlight design practices that can affect exercise outcomes in exergames in future works.
Original language | English |
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Title of host publication | Games for Change Asia-Pacific Journal |
Editors | Viktor Arity, Dale Linegar, Stefan Schutt, Gillian Vesty |
Place of Publication | Pittsburgh, PA |
Publisher | ETC Press |
Pages | 99-125 |
Number of pages | 27 |
Volume | 1 |
ISBN (Electronic) | 9781794883413 |
ISBN (Print) | 9781794887992 |
Publication status | Published - 28 Oct 2021 |
Event | Games for Change Asia-Pacific Festival - Virtual, Melbourne, Australia Duration: 5 Oct 2021 → 7 Oct 2021 |
Conference
Conference | Games for Change Asia-Pacific Festival |
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Country/Territory | Australia |
City | Melbourne |
Period | 5/10/21 → 7/10/21 |
Bibliographical note
Copyright the Publisher 2021. Version archived for private and non-commercial use with the permission of the author/s and according to publisher conditions. For further rights please contact the publisher.Keywords
- Serious game
- exergame
- Pokémon GO
- Harry Potter: Wizards Unite