Julia Müller, Max Sprenger, Tobias Franke, P. Lukowicz, Claudia Reidick, M. Herrlich
{"title":"Game of TUK: deploying a large-scale activity-boosting gamification project in a university context","authors":"Julia Müller, Max Sprenger, Tobias Franke, P. Lukowicz, Claudia Reidick, M. Herrlich","doi":"10.1145/3404983.3410008","DOIUrl":null,"url":null,"abstract":"We present Game of TUK, a gamified mobile app to increase physical activity among students at TU Kaiserslautern. The scale of our project with almost 2,000 players over the course of four weeks is unique for a project in a university context. We present feedback we received and share our insights. Our results show that location-based activities in particular were very popular. In contrast, mini-games included in the app did not contribute as much to user activity as expected.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"58 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of Mensch und Computer 2020","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3404983.3410008","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
We present Game of TUK, a gamified mobile app to increase physical activity among students at TU Kaiserslautern. The scale of our project with almost 2,000 players over the course of four weeks is unique for a project in a university context. We present feedback we received and share our insights. Our results show that location-based activities in particular were very popular. In contrast, mini-games included in the app did not contribute as much to user activity as expected.
我们展示了一款游戏化的移动应用程序Game of TUK,以增加凯泽斯劳滕工业大学学生的体育活动。我们的项目在四周的时间里有近2000名玩家参与,这在大学环境下的项目中是独一无二的。我们提出我们收到的反馈并分享我们的见解。我们的研究结果显示,基于位置的活动尤其受欢迎。相比之下,应用中包含的迷你游戏并没有像预期的那样对用户活动做出很大贡献。