Stepping Arena is a mobile application that can track user's stepping activities by inviting them to do it through 3 interactions: daily missions or battle passes, special events, and challenges with friends. Stepping Arena aims to prevent gamers from developing gaming disorder and motivate gamers to perform physical activities.
In the modern era, playing games has become a culture for teens and young adults (Chen, 2018). When games become part of habits with average playing time reaching 4,68 hours per day (Chen, 2018), there is a negative impact.
These include vision problem, problematic sleep patterns that cause the body to be less fit, bone and muscle problem because bad position when playing game, and obesity because unhealthy diet and rarely exercise (Ayenigbara, 2018). These symptoms are known as gaming disorder (WHO, 2019).
One strategy to reduce the playing time is attention switching. Attention switching is the offering of other meaningful activities to distract an addict’s attention from engaging in addictive behavior, in this case, excessive gaming behavior. (Xu et al, 2012) has found that this approach can alleviate the gaming disorder through the reduction of one’s online playtime.
Gamers have a motivation that drives them to play, which divided into four categories by (Orji et al, 2014), which include achiever, explorer, socializer, and killer. Gamification strategy is powerful tools to build a new habit (Blohm & Leimester, 2013). In this research, we plan to use a gamified step tracker while considering the motivation of achiever and socialize archetype.
We hope this method can give gamers similar experience and goals in our step tracker with what they get on their daily gaming activity. Hence, make them more willing to adapt, or switch their attention, to a healthier habit.
In this study we used a design thinking method which has 5 processes.
We researched to get a deeper understanding of the conditions people face in their daily activities and find out the root cause.
We conducted remote interviews with 5 gamers aged 19-21 years to describe the lifestyle of a gamer. The lifestyle we want to know is their daily activities, activities while playing games, sports activities and their diet.
From this remote interview, we got 3 types of gamers which were divided based on their motivation to play games, namely Achiever Gamer, Socializer Gamer, and Profession Gamer (Orji et al, 2014).
We also conducted a survey among gamers to find out which types of gamers are the most common to determine our main users.
From 39 respondents, it was found that the most gamers are achiever gamers with 43.6%, followed by socializer gamers at 38.5%, and profession gamers at 17.9%.
At the define stage, we created user persona and customer journey map to make it easier for us to understand problem.
Primary persona
Customer journey map
Then, we list the problems from statements and insights that we found from the remote interview and grouping the problems. After that, we filtered the problems we want to solve using impact-effort matrix. Then we changed the problem we chose into "How Might We" questions to make easier for us to brainstorming the solution.
How might we motivate playing Achiever Gamer's game to become his motivation to exercise?
How might we help a Gamer Socializer get friends to exercise together so they won't be lonely?
Ideation Session
Daily mission is an interaction that the user can complete every day by stepping up to the target set by the system. After the user completes the daily mission, the user will get battle pass points which can be exchanged for avatars and wings.
Special events are monthly activities that all users can participate in. In this activity, all users compete to have the most steps until the specified time. The winner of this event will get a prize in the form of sports equipment and a limited badge in game.
Challenge with friends interaction that users can use to compete steps with their friends or other users. The winner of this challenge will receive virtual medals and battle pass points.
https://marvelapp.com/prototype/7da8e85/screen/73522508
In this study, we have performed 2 remote usability testing with 5 gamers every method with characteristics like our persona using Maze. In usability testing 1 we aim to evaluate the flow of our prototype.
https://docs.google.com/presentation/d/1mzGi8BxZ49FRaOrZgAiznEwY2wrU9j7qgFH6bC7e9Ks/edit?usp=sharing
In iteration 2 we aim to determine the effectiveness of the recommendations obtained in iteration 1 and find out how satisfied the user is with our solution. The success metrics in iteration 2 are task success and happiness. We use the Net Promotor Score scale to determine user satisfaction (Grisaffe, 2007).
https://docs.google.com/presentation/d/1k36X7-TpkcM_VCAxqFwQexeaVOA60Avz31YzCPgIDu4/edit?usp=sharing
"Because the prizes are very attractive and pricey so I will recommend my friends so that I myself will be more enthusiastic about completing the mission" - Ime, College student & Mobile Legend Player
"It's social based, so we can challenge our friends to get involved too. The prizes are pretty good too" - Ojan, College student & PUBG Mobile Player