Solveiga Pakštaitė's profile

Gamification of the treadmill

Many people find running monotonous and unstimulating so by applying the principles of gamification, the experience can be made more fun and rewarding.

 
The user uses their gym card to collect points, achieve levels and track their progress. The interface of the screen would resemble a game interface to make it more playful. 
High intensity interval training is proven to be far more effective than running at a constant speed. To encourage this behaviour, the user can be rewarded a double or triple point bonus if they increase their intensity for 2 minute slots at a time for a period of time.
The whole point system is competitive against the user’s friends so when the user finishes a good performance, a message pops up telling them that they have beaten their friends’ high scores.
The user can own a fitness monitor (pedometer) that would track the physical activity that the user carries out outside of the gym. When the user returns to the gym and connects their monitor to the pedometer, it will calculate how many points they have earned and then will have the option to ‘cash’ them in. This will encourage them to return to the gym to deposit their points. This will also pick up activities such as walking and lifting heavy objects.
Data of how far a user has run can be converted into interesting information such as ‘You have run the length of the Golden Gate Bridge’ and then be used to encourage the user to run further by adding ‘Can you get back?’. The user can enter in a long term goal, for example ‘This year I want to run from London to Edinburgh’ so this would make the user want to come back and complete their overall goal, rather than just completing a small goal and then having nothing to come back to the gym for.
Gamification of the treadmill
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Gamification of the treadmill

The gamified treadmill it changes the user’s expectations of a workout by making it into a game and therefore also changing its use (by incorpora Read More

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