3 MODEL DESCRIPTION
This section describes the elements that all AR games
that involve moving from one place to another should
include. These elements are the result of years of
developing different video games of diverse genres.
Aside from the expertise acquired through the years,
some of the key components explained in this article
can be found in the most popular games available in
the market (Novak, 2012).
The games that use this model should comply
with the following requirements: a mobile device that
has an active internet connection, a GPS, and a
camera.
Figure 1 shows the proposed model with its
components. These components include game design,
statistics, user information, anti-cheat control,
augmented reality, notifications, data collector, and
social interaction. The following sections describe the
previous concepts.
3.1 Game Design
Game design is an essential component that includes
rules, gameplay, and storyline. All of them combined
facilitate the interaction between players in case the
game has health purposes (Novak, 2012).
3.1.1 Game Mechanics
There are several game mechanics that can be
incorporated in order to incentivize people to do
exercise. We consider that there are four main game
mechanics—steps, walking, running, and floor
climbing— that can be used in order let the player
interact with the game. By using and mixing these
four mechanics, different types of exercises can be
covered (from casual training to more complex
exercise routines).
Some actions can be followed in order to
promote physical activity in the players (González et
al., 2016). For instance, if it is assumed that users do
not exercise regularly, they can start using the stairs
instead of elevators to get to their destiny. Moreover,
they can start walking short distances every day.
The game should be able to distinguish between
walking and running. This can be achieved by using
a combination of the GPS and the accelerometer of
the mobile device. By using the correct type of
movement and velocity, the game can provide users
with different options in terms of the quests to be
accomplished and the type of loot to be earned.
3.1.2 Goals
The game should have different goals that can be
achieved as a result of the interaction between the
user and the application (Novak, 2012). The game
must have a list of customized daily goals for the
player. The goals will be based on (1) how many steps
have been made, (2) the distance, either by walking
or running, that has been traveled, and (3) how many
stairs or floors have been climbed.
The game should have an algorithm capable of
creating customized goals based on the users’
performance. The idea is to ask players for an extra
effort every day they use the game. This idea can be
achieved by presenting different places to visit in a
single day or by including a far place to go.
When the goals depend on the users, the game
provides a personalized experience and will get the
highest possible retention ratio. If the user is falling
behind, aspects such as distance and time should be
easier for them to complete.
The game should spawn points on the map. Those
points will represent the places the player should visit
in order to make some kind of progress in the game.
In addition to spawning points all over the map, the
user can be encouraged to get to a specific place,
within a time limit, by walking or running. Some
goals can be based on the number of times a specific
place is visited within a timeframe. Similarly, the
player can achieve a goal by traveling the double or
thrice of the standard goal.
3.1.3 Story
An essential part in today’s games is their story. The
story is the way people can get identified with the
game and have an urge to keep playing. All games
have a story which can be as simple or complex as the
creators want (Dille and Zuur Platen, 2008). The idea
is to have an easy-to-pick-up story to attract more
people into the game. This should be aligned with the
goals described in Section 3.1.2. In other words, the
users have to be motivated during the game in order
to keep moving through the different levels.
Another important aspect is to have a story that
has a replay value. The story cannot be linear with a
beginning and end because the main goal is to keep
people interested in exercising from a mid to a long
term. In order to do this, the story can have
multiplayer elements that give an additional replay
value to the players.
The two techniques that can be used with the
players are to have them compete by themselves or to
have them cooperate among each other to get a
common goal (Novak, 2012). Aside from the