The Journey: An AR Gamified Mobile Application for Promoting Physical Activity in Young Adults
Ifeanyi Paul Odenigbo, Jaisheen Kour Reen, Chimamaka Eneze, Aniefiok Friday, Rita Orji
Abstract
Physical activity is important to improve an individual's overall well-being. Digital interventions as they use Virtual Reality (VR) and Augmented Reality (AR), have shown success in promoting physical activity (PA) in people of all ages. This work discusses the design of an AR gamified mobile application prototype for promoting physical activity in young adults. The application (app), “The Journey” aims to promote PA in young adults’ users while they explore various touristic sites and also acquire virtual assets. This is achievable at a low cost to users by using smartphones-based AR app to tour any location of interest from the comfort of their home or outdoor. Each user's step count tracked via mobile device is used to help them navigate the location of interest. The findings from our evaluation of 29 people show that The Journey has the potential to motivate people to improve their PA both indoors and outdoors.