Camt-Run: Gamified Fun Run Events for Promoting Physical Activity
DOI:
https://doi.org/10.3991/ijim.v16i18.32897Keywords:
gamification, Fun run, physical activity, competitive gameAbstract
This work proposes designing and implementing a method for the gamification application of Fun Run events in order to promote physical activity. The application transforms the standard Fun Run which is normally included as a side event called “The gaming Fun Run” to marathon events designed for people who are interested in either gamified applications or their health allowing them to playand run at the same time. The application was used during the event called “The Run Fest“ to celebrate the 15th anniversary of the opening of Chiang Mai University's College of Arts, Media, and Technology. Based on the results of satisfaction questionnaires, the 701 participants, including 339 males and 362 females, were pleased and motivated to engage in physical activities. In addition, it can be concluded that running newcomers, 380 people, or 54.20% of all participants, were attracted to attend the running event and were able to complete the route, indicating that it was a successful promotion that enhances physical activity and health among newcomers in running through the application of gamification.
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Copyright (c) 2022 kitti puritat, Phimphakan Thongthip, Kanjana Jansukpum, Orasa Sirasakamol, Wanvimol Nadee
This work is licensed under a Creative Commons Attribution 4.0 International License.