My digital Artefact has changed in terms of me focusing on one fitness app. For research purposes, I wanted to experiment on other fitness apps that try to engage people in running. It would be good for me to see how each of these fitness apps would go especially from a person who can’t run (yeah, the test run was a disaster). It gives me a question of whether I “will it makes me enjoy the experience? Will, I play it well?” (Moore, Lecture 2, 2021). From my previous post, I talked about how I was going to research these fitness apps by the analytical framework I have made for this study. I already have had some experience with Nike Run Club so I felt I should search for another app that delivers that type of motivation. I decided to try the fitness app Zombies, Run!
This fitness app is one of a kind. I thought I would need to put my data on because I thought it would have the same principle to Nike Run Club. So, this was even better as I am very picky on what apps I turn my data on (I only have 10gb as I see that as small). This fitness app has had almost 4 million downloads since its launch in 2012 (Hon 2017). I can see why as it is more inviting to Nike Run Club. We can build a place to stop zombies coming into our territory (a bit like clash of clans) and we can collect items to help us on our runs.
The feedback that was from my pitch post suggested the idea that I should look more into the what features make gamification extremely successful on mobile phones? That inspired me to look for the features that remind us of video games within this app. The article “Gamification Use and Design in Popular Health and Fitness Mobile Applications” the commenter suggested, gave me an insight on how gamification has been used by 64% of mobile applications (Cotton & Patel 2018).
Zombies, Run! is the perfect example of a fitness app that can be easily explored through my analytical framework that I have made. This app gives me an answer to whether gamification is effective in motivating exercise. Their aim was successful in increasing user engagement and enjoyment (Goh & Razikin 2015) as a total of 29 million kilometres have been ran between 15 countries (Hon 2017). By the video, I made on Instagram alone you know what the answer is (spoiler alert: it’s yes).
Cotton, V., & Patel, M. S. (2018). Gamification use and design in popular health and fitness mobile applications. American Journal of Health Promotion, 33(3), 448-451. https://doi.org/10.1177/0890117118790394
Goh, D. H., & Razikin, K. (2015). Is Gamification effective in motivating exercise? Human-Computer Interaction: Interaction Technologies, 608-617. https://doi.org/10.1007/978-3-319-20916-6_56
Hon, A. (2017, February 27). Five years of zombies, run! Medium. https://medium.com/@adrianhon/five-years-of-zombies-run-6e090ef3fe4
Moore, C Lecture, Week 2, “Game Analysis: Text and Paratexts”, 2021
StriveCloud. (2021, August 4). 5 Gamification examples that make Nike run club a top running app. https://strivecloud.io/blog/app-gamification/gamification-examples-nike-run-club/