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dc.contributor.authorSrivastava, Priyal
dc.date.accessioned2024-08-29T14:15:05Z
dc.date.available2024-08-29T14:15:05Z
dc.date.issued2024-08-28
dc.identifier.urihttp://hdl.handle.net/10222/84512
dc.description.abstractThe prevalence of sedentary lifestyles in this technology-driven world is a significant public health concern, as it is linked to chronic diseases and diminished well-being. The rise in sedentary behaviour poses a major health challenge, necessitating innovative solutions to promote physical activity (PA) and overall health. While some technologies contribute to this problem, there are other form of technology and innovative interventions that can serve as solutions. One such solution are exergames which is the combination of exercise with game elements to create engaging and enjoyable PA experiences. Researchers have found that people may lose interest if the games are not enjoyable and engaging. Therefore, developing a fun and engaging exergame is crucial for maintaining sustained participation in PA. This thesis explores the potential of advanced technology to counteract sedentary trends by promoting PA through fun, engaging and immersive experiences. The study focuses on the development and evaluation of "PetBuddy," a mobile application designed to encourage regular walking and increase overall PA. The app integrates game experiences like augmented reality (AR), emotional engagement, and idle game design, along with gamification elements such as leaderboards, shop, points, and user profiles, employing persuasive strategies. To assess the effectiveness of the app, a user study was conducted with 65 participants who used the app for 10 days. Additionally, 17 participants were interviewed to gain deeper insights into their perceptions of the app. The study employed both quantitative and qualitative methods, including surveys and interviews, to evaluate the app's design and effectiveness. The results showed a significant increase in PA among participants. The intervention helped participants to meet the recommended weekly PA level of 600 metabolic equivalent task (MET) as defined by the World Health Organization (WHO), demonstrating its effectiveness in promoting PA. Furthermore, the intervention was effective across all age and gender groups, with younger individuals and females showing particularly notable gains in PA levels. The AR features and competitive elements, such as leaderboards, were found to be highly motivating for users. These game experience and elements kept users engaged and encouraged them to continue using the app, thus sustaining increased PA levels. Participants reported finding the app enjoyable and user-friendly, highlighting the importance of enjoyable and interactive elements. These findings highlight the potential of combining game experiences and gamification elements to promote healthier lifestyles by making PA more enjoyable and engaging. Overall, these findings highlight the positive impact of the exergame in increasing PA levels, promoting overall well-being.en_US
dc.language.isoenen_US
dc.subjectExergameen_US
dc.subjectARen_US
dc.subjectPhysical Activityen_US
dc.titlePETBUDDY: AUGMENTED REALITY EXERGAME TO INCREASE PHYSICAL ACTIVITYen_US
dc.date.defence2024-08-14
dc.contributor.departmentFaculty of Computer Scienceen_US
dc.contributor.degreeMaster of Computer Scienceen_US
dc.contributor.external-examinern/aen_US
dc.contributor.thesis-readerDr. Mayra Barrera Machucaen_US
dc.contributor.thesis-readerDr. Eric Poitrasen_US
dc.contributor.thesis-supervisorDr. Rita Orjien_US
dc.contributor.ethics-approvalReceiveden_US
dc.contributor.manuscriptsNot Applicableen_US
dc.contributor.copyright-releaseNot Applicableen_US
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