Tregel, Thomas ; Müller, Philipp Niklas ; Bischoff, Ayumi Lara ; Kinold, Josef ; Göbel, Stefan (2022)
Couch Fitness Heroes-Examining Fitness Exergame Motivational Concepts and Player Monitoring.
8th Joint International Conference on Serious Games (JCSG'22). Weimar, Germany (22.09.2022-23.09.2022)
doi: 10.1007/978-3-031-15325-9_6
Konferenzveröffentlichung, Bibliographie
Kurzbeschreibung (Abstract)
In recent years, sports and fitness apps have become increasingly popular. In a 2018 survey, 60% of respondents aged 18–69 years old reported using a fitness app several times a week [1]. Moreover, it is expected that the use of these offers will continue to increase in the future. By 2024, 18.3 million users are predicted to use the service. Due to the COVID-19 pandemic, with restrictions on team sports and the closure of gyms, many people try to compensate for the lack of exercise by doing workouts.
There are many different programs and apps that motivate the user to do sports at home. Systems like Nintendo’s Switch Ring Fit Adventure try to animate the user playfully. Other apps, such as Adidas Training by Runtastic and 7-min Workout, on the other hand, motivate the user through instructions, challenges and customizable workout plans for body-weight exercises.
This paper aims to analyze the current market situation of digital fitness applications. The applications are to be categorized and evaluated concerning their application area and structure. The focus of the analysis is, on the one hand, on the possibilities and methods for recording sport sessions and, on the other hand, on the applications’ approach to motivate the users to exercise in the long term.
Typ des Eintrags: | Konferenzveröffentlichung |
---|---|
Erschienen: | 2022 |
Autor(en): | Tregel, Thomas ; Müller, Philipp Niklas ; Bischoff, Ayumi Lara ; Kinold, Josef ; Göbel, Stefan |
Art des Eintrags: | Bibliographie |
Titel: | Couch Fitness Heroes-Examining Fitness Exergame Motivational Concepts and Player Monitoring |
Sprache: | Englisch |
Publikationsjahr: | 15 September 2022 |
Verlag: | Springer |
Buchtitel: | Serious Games: Joint International Conference - JCSG 2022 |
Reihe: | Lecture Notes in Computer Science |
Band einer Reihe: | 13476 |
Veranstaltungstitel: | 8th Joint International Conference on Serious Games (JCSG'22) |
Veranstaltungsort: | Weimar, Germany |
Veranstaltungsdatum: | 22.09.2022-23.09.2022 |
DOI: | 10.1007/978-3-031-15325-9_6 |
Kurzbeschreibung (Abstract): | In recent years, sports and fitness apps have become increasingly popular. In a 2018 survey, 60% of respondents aged 18–69 years old reported using a fitness app several times a week [1]. Moreover, it is expected that the use of these offers will continue to increase in the future. By 2024, 18.3 million users are predicted to use the service. Due to the COVID-19 pandemic, with restrictions on team sports and the closure of gyms, many people try to compensate for the lack of exercise by doing workouts. There are many different programs and apps that motivate the user to do sports at home. Systems like Nintendo’s Switch Ring Fit Adventure try to animate the user playfully. Other apps, such as Adidas Training by Runtastic and 7-min Workout, on the other hand, motivate the user through instructions, challenges and customizable workout plans for body-weight exercises. This paper aims to analyze the current market situation of digital fitness applications. The applications are to be categorized and evaluated concerning their application area and structure. The focus of the analysis is, on the one hand, on the possibilities and methods for recording sport sessions and, on the other hand, on the applications’ approach to motivate the users to exercise in the long term. |
Fachbereich(e)/-gebiet(e): | 18 Fachbereich Elektrotechnik und Informationstechnik 18 Fachbereich Elektrotechnik und Informationstechnik > Serious Games |
Hinterlegungsdatum: | 24 Jan 2023 10:56 |
Letzte Änderung: | 07 Mär 2023 14:48 |
PPN: | 505593858 |
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