Olof Henriks and David Lindström

Using Gamification Within Physical Exercise Applications

Abstract

This study focus on the foundations of the concept gamification and how they can be applied within a physical exercise application to increase the users will to exercise.

The aim of the study was to find what amount of interest there is in developing an application that uses gamification to motivate the user to exercise, and what the user considers to be most important features of the application.

Survey answers from 40 different persons was used to develop a specification for a prototype, and this specification was later on analyzed in interviews by six participants that exercise as non-professionals.

The main result indicates a significant interest in gamification applied to physical exercise applications, where the user considered the most important features to be statistical data, achievements, competing with or against other people and experience points. This is under the the assumption that the user personally have made the choice to use these features, and that it's not dictated by the application.