Stepping Arena: Encouraging Physical Activities Through Gamified Activity Tracker for Achiever and Socializer Gamers Imam Mulhaq Rosyadi Institut Pertanian Bogor (IPB University) Bogor, West Java, Indonesia imam_chelsea2@apps.ipb.ac.id Muhammad Abiyyu Habibi Institut Pertanian Bogor (IPB University) Bogor, West Java, Indonesia abiyyu_habibi@apps.ipb.ac.id Muhammad Hafzhan Institut Pertanian Bogor (IPB University) Bogor, West Java, Indonesia hafzhan_667@apps.ipb.ac.id Auzi Asfarian Institut Pertanian Bogor (IPB University) Bogor, West Java, Indonesia asfarian@apps.ipb.ac.id Firman Ardiansyah Institut Pertanian Bogor (IPB University) Bogor, West Java, Indonesia f.ardiansyah@apps.ipb.ac.id ABSTRACT This study aims to create game achievement-based interaction to encourage healthy activities to prevent gaming disorder in young- adults gamers. We design the interaction as attention switching activities that reduce game playing and alleviate online game ad- diction. In this preliminary research, we involved fve young-adults with characteristics related to the socializer or achiever gamers archetype through the design process: empathise, defne, ideate, prototype, and testing. The design process is resulting in the mobile- based application called Stepping Arena. We track user walking activity and encourage them to do it through three interaction: daily mission or battle pass, special event, and social challenge. Based on testing, participants provide positive feedback to the prototype we created. In the subsequent research, we will observe how this inter- action afects gamers when the game’s rewards and achievement tied to in-game achievements. CCS CONCEPTS · Human-centered computing Systems and tools for inter- action design; Empirical studies in interaction design. KEYWORDS gaming disorder, game achievement, gamifcation, health, mobile application ACM Reference Format: Imam Mulhaq Rosyadi, Muhammad Abiyyu Habibi, Muhammad Hafzhan, Auzi Asfarian, and Firman Ardiansyah. 2021. Stepping Arena: Encouraging Physical Activities Through Gamifed Activity Tracker for Achiever and Socializer Gamers. In Asian CHI Symposium 2021 (Asian CHI Symposium 2021 ), May 8–13, 2021, Yokohama, Japan. ACM, New York, NY, USA, 4 pages. https://doi.org/10.1145/3429360.3468196 Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for proft or commercial advantage and that copies bear this notice and the full citation on the frst page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s). Asian CHI Symposium 2021 , May 8–13, 2021, Yokohama, Japan © 2021 Copyright held by the owner/author(s). ACM ISBN 978-1-4503-8203-8/21/05. https://doi.org/10.1145/3429360.3468196 1 INTRODUCTION Nowadays, gaming has become a part of a teenager and young- adults culture in Indonesia. Around 43 million people play games via personal computers, mobile, and consoles in their spare time, which rank Indonesia as the world’s 16th largest game market in 2017 [10]. As gaming becomes a part of daily habit, with average playing time reach 4.68 hours per day [5], there are negative impacts of gaming experienced by teenagers and young adults. These include vision problems, problematic sleep patterns that cause the body to be less ft when waking up, bone and muscle problems due to bad body position when playing games, and obesity due to unhealthy eating patterns and rarely exercising [1]. These symptoms is known as gaming disorder[8]. One strategy to reduce the playing time is attention switching. Attention switching is the ofering of other meaningful activities to distract an addict’s attention from engaging in addictive behaviour [6], in this case, excessive gaming behaviour. [12] 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 [2], which include achiever, explorer, socializer, and killer. The neurobiology behind these four archetype was explained in [3]. Furthermore, [11] models the strategy to encourage healthy habit for each archetype. Gamifcation strategy is powerful tools to build a new habit [4]. In this research, we plan to use a gamifed activity tracker while considering the motivation of achiever and socialize archetype. We hope this method can give gamers similar experience and goals in our health 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 preliminary research, we generate a possible interaction design to encourage young adults gamers to do physical activities through our gamifed activity tracker. 2 METHODS We use the design thinking method in this research [9]. We using online collaboration tools such as Google Suite, Google Meeting, Figma, Whimsical, and Miro for helping us with this research. 136