The Role of Steps and Game Elements in Gamified Fitness Tracker Apps: A Systematic Review †
<p>Selection and filtering process. Image from [<a href="#B15-mti-05-00005" class="html-bibr">15</a>].</p> "> Figure 2
<p>Quality and popularity metrics in app stores. Image from [<a href="#B15-mti-05-00005" class="html-bibr">15</a>].</p> "> Figure 3
<p>Frequency of apps with the specified number of game elements. Image modified from [<a href="#B15-mti-05-00005" class="html-bibr">15</a>].</p> "> Figure 4
<p>Game elements plotted based on occurrences and average co-occurring elements. Color indicates clusters as identified by Louvain’s algorithm as described in <a href="#sec4dot3-mti-05-00005" class="html-sec">Section 4.3</a>. Image from [<a href="#B15-mti-05-00005" class="html-bibr">15</a>].</p> "> Figure 5
<p>Network Diagram of Game Elements. Size of vertices represent frequency of game elements and edge widths represent co-occurrence between game elements. Color indicates cluster. Image from [<a href="#B15-mti-05-00005" class="html-bibr">15</a>].</p> "> Figure 6
<p>Co-occurrence network pattern of game elements. Edge width represent co-occurrence weighted by their “relative strength” which is explained in <a href="#sec4dot3-mti-05-00005" class="html-sec">Section 4.3</a>. Image from [<a href="#B15-mti-05-00005" class="html-bibr">15</a>].</p> "> Figure 7
<p>Screenshot of Real-life Incentives in the Yodo-Cash for walking and running app [<a href="#B42-mti-05-00005" class="html-bibr">42</a>] where users can exchange points they earn from walking into Paypal transfers. Image ©Yodo Apps.</p> "> Figure 8
<p>Screenshot from the Fitness RPG app [<a href="#B53-mti-05-00005" class="html-bibr">53</a>] showing canonical game elements found in traditional RPG games. Image ©Shikudo.</p> "> Figure 9
<p>Screenshot of social leaderboard taken from the official Fitbit app [<a href="#B38-mti-05-00005" class="html-bibr">38</a>]. Image ©Fitbit Inc.</p> ">
Abstract
:1. Introduction
- What game elements do commercial activity fitness tracking apps utilize?
- How do different game elements cluster and relate to one another?
- What areas of the design space are still unexplored?
- How are steps used within the context of the games?
2. Previous Works
3. Methods
3.1. Cataloguing and Coding Gamified Fitness Tracker Apps
3.2. Coding for the Presence of Game Elements
3.3. Network and Cluster Analysis
3.4. Usage of Steps within the Context of the Games
4. Results
4.1. Overview of Game Data
4.2. Game Element Occurrences
4.3. Game Element Co-Occurrences
4.4. Steps as Rewards
4.4.1. Task-Contingent Rewards
- Completion-contingent reward: A completion-contingent reward structure rewards users when they complete a task. In the context of gamified fitness tracker apps, these tasks often include requirements such as completing a daily step goal (e.g., 10,000 steps). For example, the Fitbit [38] app provides users with a badge when they complete their daily step goal. While many apps use standard reward elements like badges, some apps use alternative rewards. For example, in The Walk: Fitness Tracker Game [55] users unlock new story bits as they complete their goals.
- Engagement-contingent reward: An engagement-contingent reward is a reward system that uses engagement as a condition to trigger rewards. These rewards are often represented as streaks in games. For example, the Fitbit [38] app rewards players if they continuously achieve their daily step goal for a streak of 23 days. The engagement-contingent reward may or may not be connected with a completion-contingent reward. In the same Fitbit example, although the streak represents an engagement-contingent reward, it also requires users to complete the daily goal which is a completion-contingent reward. A counterexample can be seen in Pocket Plants [49] which rewards users with points regardless of goals or milestones as long as they are walking.
4.4.2. Performance-Contingent Reward
4.5. Steps as Currency
4.5.1. Where Is the Currency Used?
- Virtual economy: In many games, steps are used as a closed virtual economy. Typically, steps are mapped to an in-game currency such as “energy,” “points,” or “coins.” Walking allows users to spend this currency to obtain resources that only exist inside the game world. For example, in Wokamon [57], users can upgrade their “Woka-monsters” by spending points that are obtained from walking.
- Virtual and real-world economy: In some games, the economy can include real currency, as well as virtual currency (based on steps). The conversion of virtual and real-world currency can occur in multiple directions:
- (a)
- Virtual currency (derived from taking steps) can be converted into real-world incentives such as gift cards, discounts, merchandise, or even conventional money. For example, in LifeCoin [58], you can earn “lifecoins” which can redeemed as gift cards for services like Amazon and Uber.
- (b)
- Real-world currency can be converted into virtual currency and rewards, such as occurs in games with in-app purchases. An example app that implements this type of flow is the Walk The Distance [59] game where users can make in-app purchases to unlock additional virtual trails that they can walk on. Games with unidirectional flow allow for only one of these options (i.e., steps can be used for real-world rewards OR real money can be used for virtual rewards), not both. Yes.Fit [60] is an example where steps earn progress towards your goals—completing certain long-term badges can earn you a physical medal or badge that is sent to you in the mail. atlasGO Charity [61] allows the in-game currency of steps to be translated to money for charities.
- (c)
- Some games allow currency to be exchanged in both directions. Step-based betting apps like StepBet: Get Active & Stay Fit [62] and RunBet-Run more, Earn more [63] are canonical examples implementing this kind of flow where you can spend real money for competitions and get it back (or even more) if you win them.
4.5.2. How Is Currency Used?
- Complementing physics: In some games, steps can complement the in-game physics to change how the game is played. A common implementation is a conversion of real steps into in-game time. For example, in the PuzzleWalk [64] game, taking more steps can change the scale of in-game time by reducing the time it takes to reach different places. Similarly, in the Walkr: Fitness Space Adventure [44] game, taking more steps reduces the time it takes to “explore” new planets and increases food production rate.
- Influencing the progression: Unlocking new levels and narratives is a common theme found in many apps that utilize steps for in-game economy. In the Idle Fitness Orchard [65] game, users can unlock new locations in their map by walking more. In the The Walk: Fitness Tracker Game [55] app, steps can help unlock audio story bits for the game narrative.
- Adding strategic dimension: Some games use the in-game economy as a way to enable a strategic dimension in the game. These are often found in narrative-based games which use steps as a way for users to choose a strategy in the gameplay. For example, in The Outbreak [66] game, users are presented with obstacles which require them to strategically spend steps or save them for future events.
- Creating large probability spaces: Similar to adding a strategic dimension, steps can facilitate large probability spaces when implemented in games. In the Sprint Garden [67] app, users can choose their “plants” based on number of steps they make and create a completely different “garden.” Similarly, in the game Hops [68], players can purchase items that can be crafted together to make new items.
- Item Degradation: In some games, items degrade either gradually with time or some other measures. In these games, steps are required to replenish this deterioration. In the Fit the Fat 2 [45] game, the character’s health decreases and it loses health over time unless users complete their step goals, only then is the character’s health restored.
- Inconvenient Gameplay: Often, when game designers add inconvenient gameplay to a gamified fitness tracker app, an inconvenience of time is added which can be mitigated using steps. For example, in the Walkr: Fitness Space Adventure [44], steps can reduce the virtual game time so that players can explore planets faster. In the game Space Cupcake [69], steps can change the rate of ticket (an in-game resource) regeneration which is slow to regenerate by itself.
- Medium of exchange: In games that implement an exchange economy, steps act as a commodity that has a value or it can be traded. This mechanic can be seen in games implementing real-life incentives (e.g., Lifecoin [58]). For example, in the Idle Walking Tycoon [70], you can spend steps to hire virtual workers in the game.
- Inventory mechanic: In this type of game mechanic, the inventory itself is part of the gameplay. Steps can increase or decrease inventory properties such as number of items it can hold or its capacity in general. The game Hops [68] allows players to increase the size of their burlap sack, which contains items. However, the current version only allows you to do so by an in-app purchase, not by taking a certain amount of steps.
- Artificial Scarcity: In this game mechanic, an artificial scarcity is created which can be mitigated by more steps. Games where users can use steps to unlock more levels and merchandise can be considered to have implemented this type of economy. For example, in the Wokamon—Monster Walk Quest [57] game, energy is a scarce resource used for feeding, growing, and collecting “Wokamons”, and it can be obtained by walking more.
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Game Element | Description |
---|---|
Goals | Measurable and well-defined target that a user has to achieve. |
Challenges | They are like goals or competitions but short-lived. They are sometimes optional in the games (like a side quest) or could be a challenge that moves a story forward. Moreover, code for challenge when the app explicitly identifies something as a “challenge.” |
Competition/Leaderboards | Compete with other members directly or through leaderboards. |
Collaboration | Work together towards a common goal or objective in the game. |
Social Influences | Performance is publicly displayed. Code for this if game activities can be shared or there are elements of peer pressure and social nudging. |
High Scores | Tracking of best attempts over a particular timeframe. |
Badges | Visual recognition earned for completing specific milestones, tasks or when player completes a goal or challenge. |
Plot | Includes a pattern of events (i.e., causal chain of events) related to an unfolding narrative. Plot is a specialized narrative element. So, code for “Narrative” as well when an app is coded for “Plot”. |
Narrative | Includes a theme that ties to an alternate world distinct from the everyday experience of the players. If an avatar of any kind is included in an app, the app will also have the Narrative classification. |
Points | Accumulates points that help progress through game and/or can be redeemed for rewards or be used in in-game economy. |
Levels | Progress through parts of the game (e.g., level 1 to level 2) or gradients of status (e.g., bronze level to silver level). |
Unlockable Content | Access to enhanced functionality (new levels, gameplay, etc) or content for accumulating experience or achieving a specific goal. |
Real-life Incentives | Discounts, rewards, donations, or prizes in real-life. |
Game Element | Count | No. of Game Elements | Rating (Avg.) | Rating () | No. of Reviews (Median) | Total Reviews |
---|---|---|---|---|---|---|
Social Influences | 69 | 5.25 | 3.95 | 0.70 | 202 | 3,772,994 |
Goals | 63 | 4.89 | 3.98 | 0.64 | 163 | 3,872,679 |
Challenges | 53 | 5.75 | 4.03 | 0.56 | 132 | 2,445,588 |
Real-life Incentives | 48 | 4.44 | 3.96 | 0.67 | 332.5 | 510,038 |
Competition | 48 | 5.90 | 3.97 | 0.70 | 126.5 | 2,436,252 |
Points | 47 | 5.98 | 3.93 | 0.65 | 202 | 318,981 |
Narrative | 34 | 5.94 | 4.00 | 0.65 | 79.5 | 858,347 |
Collaboration | 29 | 6.24 | 3.85 | 0.69 | 98 | 119,856 |
Levels | 22 | 6.86 | 4.08 | 0.51 | 84.5 | 826,489 |
High Scores | 20 | 5.60 | 4.00 | 0.51 | 145 | 909,561 |
Unlockable Content | 18 | 6.33 | 4.21 | 0.34 | 238.5 | 175,574 |
Badges | 14 | 6.71 | 4.28 | 0.36 | 1713 | 1,537,772 |
Plot | 8 | 6.63 | 4.26 | 0.16 | 38 | 38,870 |
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Neupane, A.; Hansen, D.; Fails, J.A.; Sharma, A. The Role of Steps and Game Elements in Gamified Fitness Tracker Apps: A Systematic Review. Multimodal Technol. Interact. 2021, 5, 5. https://doi.org/10.3390/mti5020005
Neupane A, Hansen D, Fails JA, Sharma A. The Role of Steps and Game Elements in Gamified Fitness Tracker Apps: A Systematic Review. Multimodal Technologies and Interaction. 2021; 5(2):5. https://doi.org/10.3390/mti5020005
Chicago/Turabian StyleNeupane, Aatish, Derek Hansen, Jerry Alan Fails, and Anud Sharma. 2021. "The Role of Steps and Game Elements in Gamified Fitness Tracker Apps: A Systematic Review" Multimodal Technologies and Interaction 5, no. 2: 5. https://doi.org/10.3390/mti5020005
APA StyleNeupane, A., Hansen, D., Fails, J. A., & Sharma, A. (2021). The Role of Steps and Game Elements in Gamified Fitness Tracker Apps: A Systematic Review. Multimodal Technologies and Interaction, 5(2), 5. https://doi.org/10.3390/mti5020005