Abstract

Recent studies have shown that children are not adequately physically active and there is a need to increase children’s physical activity. This study describes new opportunities and solutions for using existing games and gamification to increase physical activity among children in Sweden. We adopted the principles of Tic-Tac-Training to redesign, build, and test a classical multiplayer cooperative game, Battleship, to create a PA game that children experience as fun and engaging. The low fidelity prototype of the game was developed using an iterative game development life cycle and tested with 13 young male children aged 8–11 in a real-world informal setting. A mixed-method research approach was used to understand the users’ experiences and the impact of the Battleship-PA game on behavior change regarding physical activity. Research data were collected through audio recordings of interactions, direct observation, and a user experience questionnaire. The results of this study indicate both positive and negative feedback that can be used to improve the game and user experiences. The results from the unfiltered recordings revealed that both teams were competitive, cooperated within their team, and became excited whenever they destroyed opponent’s ships or were close to winning. However, the children felt bored and exhausted when many gamification tasks were repeated several times in a game session. Direct observation indicated that the children enjoyed the physical activities resulting from playing the game. However, participants who had not previously played the classical version of Battleship were confused about the objectives and concept of the game. The analysis of the user experience questionnaire indicated that most children found the game easy to play, motivating, engaging, interactive, fun, cooperative, competitive, and visually appealing. Furthermore, most children agreed that the game helped them to be physically active and strongly agreed that they enjoyed performing the physical activities in the game. Future work is needed to improve the game user interface, gamification elements, and prepare additional physical activity tasks for a rewarding experience.

Highlights

  • The results are presented according to analysis of audio recordings, direct observations, and the user experience questionnaire to address the specific research question guiding this study: what is the user experience and impact of the BattleshipPA game to promote motivation for physical activity among school-aged children in an informal setting?

  • By analyzing the answers from the questionnaire, the audio recordings, and observing the participants during the session, we concluded that the users enjoyed the collaborative and competitive aspects of the game but were confused by the visuals of the game

  • The results indicated their opinion regarding the game to improve motivation to be physically active in non-school settings

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Summary

Introduction

Most children and adolescents do not reach these recommendations [2] and miss out on the health benefits of physical activity. These benefits include cardiorespiratory and muscular fitness as well as positive changes in weight [2]. A healthy lifestyle with continuous adequate physical activity decreases the chances of cancer, diabetes, and cardiovascular diseases [3,4]. Research has shown that healthy habits involving physical activity and a healthy lifestyle are more adopted during childhood or adolescence and are often retained into adulthood [7]. Improving daily physical activity habits is a priority of the WHO’s global plan for increasing physical activity [8]

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