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
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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.
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