Sunday, December 7, 2014

World of Workout: A Contextual Mobile RPG to Encourage Long Term Fitness


Bilbiographical Information:
Joey Bartley, Jonathon Forsyth, Prachi Pendse, Da Xin, Garrett Brown, Paul Hagseth, Ashish Agrawal, Daniel W. Goldberg, and Tracy Hammond. 2013. World of workout: a contextual mobile RPG to encourage long term fitness. In Proceedings of the Second ACM SIGSPATIAL International Workshop on the Use of GIS in Public Health (HealthGIS '13). ACM, New York, NY, USA, 60-67. DOI=10.1145/2535708.2535718 http://doi.acm.org/10.1145/2535708.2535718

URL:
http://dl.acm.org/citation.cfm?id=2535718

World of Workout is an alternative exercise application for mobile phones. It mixes the "game-ification" of an exercise application that is becoming increasingly more common with a dedicated game application. The idea behind World of Workout is to create an avatar in a game world whose statistics depend directly on the exercise data of that particular user.

The user's avatar has three main statistics: strength, speed, and stamina, all of which have a direct role in how the avatar plays in the game, and all are directly influenced by the exercise data. In order to detect user exercises, the application uses a phone's built-in GPS and accelerometer feature to track runs and stationary exercises. The in-game avatar attributes of speed, strength, and stamina are affected by how a user performs sprints, weights and push-ups, and long distance runs and biking respectively. The game also contains a random-reward function, in which a user is recommended one particular exercise with an immediate and significant bonus to the avatar's statistics if the exercise is completed. This is one of the two components that encourages users to try a variety of exercises, which is both safe for the user as well as creates a more well rounded exercise program.

The second of these components is the "fatigue" mechanic, which is integrated deeply into how the exercise translates to avatar progress. The rate at which the player's avatar raises his or her stats is linear in terms of how much exercise that person performs. Indeed, the biggest progress happens when the user performs the biggest variety of exercises possible. "Fatigue" in this case is an implementation of diminishing returns, where a user who does nothing but sprint will see his or her improvements in the avatar's speed diminish the more he or she does it, to the point where the improvement in avatar speed is negligible.

The reasons for implementing this mechanic are numerous. First, as mentioned previously, this is done to create a well rounded exercise program. Second, repeated and concentrated use of any one exercise can prove to strain the muscles and eventually become dangerous, so this is implemented to prevent users from over-exerting themselves for the sake of improving their avatar. Third, this system prevents cheating, where a user who has figured out how to "cheat' the phone's accelerometer to make it think that the user is running when really he or she is in place.

I think that the fatigue factor in this application is easily the most novel contribution to this space. Even though some applications have existed to game-ify exercise activities, there are not very many mobile games that are directly linked to an exercise application, and certainly not one where the game's avatar performance is directly linked to the user's exercise regimen. Finally, the fatigue factor performs many functions at once and creates a level of abstraction between player performance and avatar progress that is vital to making a video game "fun". I believe that a larger set of "fatigue"-like mechanics applied to this exercise application, as well as the development of a very robust game to go along with the exercise portion of the activity can prove to make a very useful tool for exercise.

3 comments:

  1. An interesting feature that can be added to the application would e if the physique of the avatar changes as the user continues with the exercise day after day

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  2. Well If i were to add something to this it would be a Lazy Factor. The lazy factor can work like the avatar has a decrease in attributes if the user does not do any exercise for some given consecutive days. This will make the users more regular in their exercise. Another feature that I would like to see would be that the game recognizes the type of exercises done by the user and give suggestion to balance it for the whole body instead of focusing on some limited areas.

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  3. Nice summary. Great suggestions already in place in comments. I agree with your observation that introducing fatigue is the most novel contribution of the paper as fatigue serves the dual purpose of catching cheaters that try to game the system and giving indication to a normal user that he needs to rest when the level of exercises has gone up over a certain level.

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