The Rewardable Persuasive Model: A Mobile Exergame Conceptual Design Model that Facilitates Youths to Exercise through Mobile Gaming

This study seeks to assess current design models to propose a conceptual design model for a mobile exergame that promotes physical activity among youths. Encouraging youths to engage in physical activity rather than remaining sedentary is essential due to the numerous health benefits associated with regular exercise. Exercise is a subset of physical activity structured for fitness. Exergames have the potential to inspire youths to be active by combining exercise and gaming engagingly and enjoyably. The proliferation of mobile gaming has further broadened the availability and accessibility of exergames. In this study, we conducted four stages of information gathering to assess and propose a mobile exergame conceptual design model: a literature review, a user survey, expert reviews, and in-depth user interviews. Based on the study's findings, we identified appropriate components and their rationale by adapting an existing design model to our conceptual design model for a mobile exergame. This conceptual design model is called the Rewardable Persuasive Model (RPM). This model aims to help youths achieve their weekly physical activity targets using an engaging and functional mobile application (app). The app incentivizes exercise by integrating it as a key element for unlocking gameplay. With the introduction of these components, an exergame can be designed to engage youths and facilitate physical activity effectively. In a future study, youths will use an app to assess the RPM's effectiveness over time. This assessment will ascertain its appropriateness for facilitating exercise during inactivity.

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Publication Details

Journal
JOIV International Journal on Informatics Visualization
Published
2024-11-26
DOI
https://doi.org/10.62527/joiv.8.3-2.3461
Primary Topic
Impact of Technology on Adolescents
Type
article
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article

The Rewardable Persuasive Model: A Mobile Exergame Conceptual Design Model that Facilitates Youths to Exercise through Mobile Gaming

Hasdina Lynn Hashim, Azrina Kamaruddin, Puteri Suhaiza Sulaiman, Azrul Hazri Jantan
JOIV International Journal on Informatics Visualization
Impact of Technology on Adolescents
article

The Rewardable Persuasive Model: A Mobile Exergame Conceptual Design Model that Facilitates Youths to Exercise through Mobile Gaming

Hasdina Lynn Hashim, Azrina Kamaruddin, Puteri Suhaiza Sulaiman, Azrul Hazri Jantan
article en

Abstract

This study seeks to assess current design models to propose a conceptual design model for a mobile exergame that promotes physical activity among youths. Encouraging youths to engage in physical activity rather than remaining sedentary is essential due to the numerous health benefits associated with regular exercise. Exercise is a subset of physical activity structured for fitness. Exergames have the potential to inspire youths to be active by combining exercise and gaming engagingly and enjoyably. The proliferation of mobile gaming has further broadened the availability and accessibility of exergames. In this study, we conducted four stages of information gathering to assess and propose a mobile exergame conceptual design model: a literature review, a user survey, expert reviews, and in-depth user interviews. Based on the study's findings, we identified appropriate components and their rationale by adapting an existing design model to our conceptual design model for a mobile exergame. This conceptual design model is called the Rewardable Persuasive Model (RPM). This model aims to help youths achieve their weekly physical activity targets using an engaging and functional mobile application (app). The app incentivizes exercise by integrating it as a key element for unlocking gameplay. With the introduction of these components, an exergame can be designed to engage youths and facilitate physical activity effectively. In a future study, youths will use an app to assess the RPM's effectiveness over time. This assessment will ascertain its appropriateness for facilitating exercise during inactivity.

JOIV International Journal on Informatics VisualizationVol. 8(3-2)
Universiti Putra Malaysia (MY)
Openalex Percentile: Top 65%
Impact of Technology on Adolescents
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The Rewardable Persuasive Model: A Mobile Exergame Conceptual Design Model that Facilitates Youths to Exercise through Mobile Gaming — Hasdina Lynn Hashim, Azrina Kamaruddin, et al. · JOIV International Journal on Informatics Visualization (2024) | TGRS Research Map | TGRS