Enabling Physical Activity with Augmented Reality Gamification for Reducing Internet Gaming Disorder

Author:

Lee Yea Som1ORCID,Huh Jung Hoon2ORCID

Affiliation:

1. Department of Computer Science and Engineering, Chung-Ang University, 221 Heukseok, Dongjak, Seoul 06974, Republic of Korea

2. Department of Sport Science, Chung-Ang University, 221 Heukseok, Dongjak, Seoul 06974, Republic of Korea

Abstract

This paper provides an approach that addresses the negative social awareness of games and improves psychological and mental healing effects. It has been perceived that games can lead to reduced physical activity and psychological withdrawal. However, exercise games can simultaneously provide positive aspects of gaming enjoyment and the sensations of physical activities. In this study, we aim to verify a preliminary experiment for treating game-addicted adolescents with exercise games using augmented-reality (AR) technology. In this work, 20 students (average age: 19.5, male: six; female: 14) carried out offline exercise protocols or played an experimental game called AR Earthman with HoloLens2 AR devices. Regarding the measurement tools, a survey and NIRSIT were carried out (game addiction, mood state, and motion recognition), and heart rate and motor awareness were monitored. The experimental results showed no difference in exercise effectiveness between offline and AR exercise. It was confirmed that exercise based on AR technology is effective in treating game-addicted students. The results of this study are as follows: AR exercise games increase a subject’s mental pleasure, and they become satisfied with the exercise’s positive effect. Rather than offline exercise, fun AR exercise games with gamification effects can be suggested as a more helpful method for teenagers. There are differences between game addiction and over-immersion in gaming, but the treatment methods are similar. Therefore, it was confirmed that applying the AR exercise protocol to students who are overly immersed in games could realize psychological and mental healing effects due to excessive immersion in games.

Funder

Ministry of Education of the Republic of Korea

Publisher

MDPI AG

Subject

Fluid Flow and Transfer Processes,Computer Science Applications,Process Chemistry and Technology,General Engineering,Instrumentation,General Materials Science

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