Gamified Physical Activity App for Students at Universities: Results of Five Development Loops MHCI013

There is substantial evidence that young adults aren't exercising enough, which harms their health. Although occupational health services for students are expanding, they're often not used due to time, motivation, and accessibility constraints. Research has demonstrated that gamification and mobile solutions can effectively address these challenges. In light of these, we have developed a gamified mobile application, comprising various game levels and components, which was refined through successive design iterations. This article illustrates the steps in the game development process that have led to the greatest advances in user-friendliness and determines which optimizations achieve a top rating. The analysis was conducted after each game round, with the game elements optimized for the target audience. The results of the study, derived from four iterative design loops with N = 455 participants, are empirically proven and provide actionable recommendations for the efficient development of mobile health applications.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2025-09-09
DOI
https://doi.org/10.1145/3743727
Primary Topic
Physical Activity and Health
Type
article
Field-Weighted Citation Impact
0.00
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article

Gamified Physical Activity App for Students at Universities: Results of Five Development Loops MHCI013

Jan Spilski, Thomas Lachmann, Julia Müller
Proceedings of the ACM on Human-Computer Interaction
Physical Activity and Health
article

Gamified Physical Activity App for Students at Universities: Results of Five Development Loops MHCI013

Jan Spilski, Thomas Lachmann, Julia Müller
article en

Abstract

There is substantial evidence that young adults aren't exercising enough, which harms their health. Although occupational health services for students are expanding, they're often not used due to time, motivation, and accessibility constraints. Research has demonstrated that gamification and mobile solutions can effectively address these challenges. In light of these, we have developed a gamified mobile application, comprising various game levels and components, which was refined through successive design iterations. This article illustrates the steps in the game development process that have led to the greatest advances in user-friendliness and determines which optimizations achieve a top rating. The analysis was conducted after each game round, with the game elements optimized for the target audience. The results of the study, derived from four iterative design loops with N = 455 participants, are empirically proven and provide actionable recommendations for the efficient development of mobile health applications.

Proceedings of the ACM on Human-Computer InteractionVol. 9(5)
University of Kaiserslautern (DE), University of Koblenz and Landau (DE), Universidad Nebrija (ES)
Openalex Percentile: Top 69%
Physical Activity and Health
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