Camt-Run: Gamified Fun Run Events for Promoting Physical Activity

Authors

  • Kitti Puritat Chiang Mai University, Chiang Mai, Thailand
  • Phimphakan Thongthip Chiang Mai University, Chiang Mai, Thailand
  • Kanjana Jansukpum Chiang Mai University, Chiang Mai, Thailand
  • Orasa Sirasakamol Rajamangala University of Technology Lanna, Chiang Mai, Thailand
  • Wanvimol Nadee Maejo University, Chiang Mai, Thailand

DOI:

https://doi.org/10.3991/ijim.v16i18.32897

Keywords:

gamification, Fun run, physical activity, competitive game

Abstract


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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Published

2022-10-03

How to Cite

Puritat, K., Thongthip, P., Jansukpum, K., Sirasakamol, O., & Nadee, W. (2022). Camt-Run: Gamified Fun Run Events for Promoting Physical Activity. International Journal of Interactive Mobile Technologies (iJIM), 16(18), pp. 94–113. https://doi.org/10.3991/ijim.v16i18.32897

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Section

Papers