E-Gamification in the Service of Recreation
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Abstract
Introduction
Naturally the integration of smart devices into our everyday lives has not left any part of the sports- and leisure time market unaffected. This study, based firstly on academic references and secondly on professional, pragmatical experience focuses on the main characteristics of smart device assisted recreational programs and reflects on the hidden possibilities within them. The actuality of this topic is supported on one hand by our current state of physical inactivity and on the other hand by the widespread use of smart devices and their attributed role in this inactivity. The “entertaining, educational” programs developed for these devices are perfect tool for any recreational field.
Objectives
Members of the two groups (30 persons) took [...]
Results
Based on the collected GPS data and utilizing a well designed game and optimal location the participants on average traveled around 4,8 km-s in varying paces. The 5000-6000 steps during the course of this 35 minute game exceed the average daily number of steps measured in the world.
Conclusions
With the tools of gamificaiton and using peoples motivation to play we can utilize these components in the service of physical and mental recreation in a way that [...]
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References
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