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A Distributed Multiplayer Game to Promote Active Transport at Workplaces: User-Centered Design, Implementation, and Lessons Learned
  • Laine, Teemu H. ;
  • Normark, Jorgen ;
  • Lindvall, Helena ;
  • Lindqvist, Anna Karin ;
  • Rutberg, Stina
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dc.contributor.authorLaine, Teemu H.-
dc.contributor.authorNormark, Jorgen-
dc.contributor.authorLindvall, Helena-
dc.contributor.authorLindqvist, Anna Karin-
dc.contributor.authorRutberg, Stina-
dc.date.issued2020-12-01-
dc.identifier.urihttps://dspace.ajou.ac.kr/dev/handle/2018.oak/31548-
dc.description.abstractRecent decline in active transport and increase in motorized transport decreases physical activity and increases air pollution. Using games to motivate people to change their behavior toward active transport can mitigate this. We proposed Tic-Tac-Training, a distributed, collaborative, and competitive game for promoting active transport at workplaces. Tic-Tac-Training was developed through a multidisciplinary and iterative user-centered design (UCD) process in four stages: 1) paper prototype, 2) low-fidelity prototypes, 3) high-fidelity prototypes, and 4) digital prototype. User testing and playtesting (N = 12) yielded a number of improvement suggestions. We also analyzed how Tic-Tac-Training supports the eight core drives of gamification (Octalysis), and presented 17 lessons learned in four categories. Findings suggest that UCD can be useful for developing exergame interventions for workplaces. Moreover, the lessons learned can benefit exergame designers. More research is needed to measure the behavior change effect of Tic-Tac-Training and its applicability to other use cases.-
dc.description.sponsorshipThis work was supported in part by the Lulea University of Technology under Grant 3821576 and in part by VINNOVA under Grant 2018-04174.-
dc.description.sponsorshipManuscript received December 18, 2019; accepted July 24, 2020. Date of publication September 4, 2020; date of current version December 17, 2020. This work was supported in part by the Luleå University of Technology under Grant 3821576 and in part by VINNOVA under Grant 2018-04174. (Corresponding author: Teemu H. Laine.) Teemu H. Laine is with the Department of Digital Media, Ajou University, Suwon 16499, South Korea (e-mail: teemu@ubilife.net).-
dc.language.isoeng-
dc.publisherInstitute of Electrical and Electronics Engineers Inc.-
dc.subject.meshActive transport-
dc.subject.meshBehaviour changes-
dc.subject.meshCompetitive games-
dc.subject.meshDigital prototype-
dc.subject.meshDistributed multi-player games-
dc.subject.meshLow fidelities-
dc.subject.meshPaper prototypes-
dc.subject.meshPhysical activity-
dc.titleA Distributed Multiplayer Game to Promote Active Transport at Workplaces: User-Centered Design, Implementation, and Lessons Learned-
dc.typeArticle-
dc.citation.endPage397-
dc.citation.startPage386-
dc.citation.titleIEEE Transactions on Games-
dc.citation.volume12-
dc.identifier.bibliographicCitationIEEE Transactions on Games, Vol.12, pp.386-397-
dc.identifier.doi10.1109/tg.2020.3021728-
dc.identifier.scopusid2-s2.0-85090992379-
dc.identifier.urlhttps://ieeexplore.ieee.org/xpl/mostRecentIssue.jsp?punumber=7782673-
dc.subject.keywordActive transport-
dc.subject.keywordexergame-
dc.subject.keywordgamification-
dc.subject.keywordphysical activity-
dc.subject.keyworduser-centered design (UCD)-
dc.description.isoafalse-
dc.subject.subareaSoftware-
dc.subject.subareaControl and Systems Engineering-
dc.subject.subareaArtificial Intelligence-
dc.subject.subareaElectrical and Electronic Engineering-
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