A4 Refereed article in a conference publication
Towards Improving Public Outdoor Sports Facilities by Gamification for Well-Being
Authors: Grönman, Jere; Rantanen, Petri; Sillberg, Pekka; Pohjola, Tuomas; Jönkkäri, Teemu
Editors: Babic, Snjezana; Car, Zeljka; Cicin-Sain, Marina; Cisic, Dragan; Ergovic, Pavle; Galinac Grbac, Tihana; Gradisnik, Vera; Gros, Stephan; Jokic, Andrej; Jovic, Alan; Jurekovic, Darko; Katulic, Tihomir; Koricic, Marko; Mornar, Vedran; Petrovic, Juraj; Skala, Karolj; Skvorc, Dejan; Sruk, Vlado; Svaco, Marko; Tijan, Edvard; Vrcek, Neven; Vrdoljak, Boris
Conference name: International convention on information and communication technology, electronics and microelectronics
Publication year: 2024
Journal: International Convention on Information and Communication Technology, Electronics and Microelectronics
Book title : MIPRO 2024 47th ICT and Electronics Convention
First page : 881
Last page: 886
ISBN: 979-8-3503-8249-5
eISBN: 979-8-3503-8250-1
ISSN: 1847-3938
eISSN: 1847-3946
DOI: https://doi.org/10.1109/MIPRO60963.2024.10569880(external)
Web address : https://ieeexplore.ieee.org/document/10569880(external)
In Finland, and in many other countries, there is a worrying trend that people do not exercise as much as before. The motivation for outdoor activities is on the decline, especially amongst children. This trend can affect the well-being of individuals and cause expenses for the society in lower productivity as well as increases social welfare expenses. In commercial services, gamification has been used to motivate people to exercise, but there is room for improvement on the public sector especially since cities, municipalities and governments often pay the construction and maintenance cost of public sport and hobby venues. Thus, an increase in usage would mean more worth to taxpayers’ money. In this paper, we show how basic technological solutions can be utilized to motivate people to exercise by the means of gamification and common goals for participants. We are especially interested in motivating people to take part in sports that are more rarely participated in - in this case cross-country skiing. The details of the system implemented (people counters and a web service), the gamification goals, and the results of a real-life case study in the public skiing track in the City of Pori, Finland, are presented.
Funding information in the publication:
This study has been funded by National funding instrument (AKKE) of Regional Council of Satakunta.