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Location-Based Tower Defense Designing an Outdoor Exergame Audun Johannes Brandt Master of Science in Computer Science Submission date: June 2016 Supervisor: Alf Inge Wang, IDI Co-supervisor: Kristoffer Hagen, IDI Norwegian University of Science and Technology Department of Computer and Information Science i Abstract Increasing problems of physical inactivity has led to a growing interest in the field of exergaming. Exergames aim to use video games’ ability to excite and engage, and combine it with elements of physical activity and exercise. This has the potential to reach an audience living particularly sedentary lives. This study has explored the possibilities and challenges of outdoor exergames. A review of the field led to the design and development of a prototype of a location-based tower defense exergame for the smartphone platform. The user’s location is tracked using GPS and displayed on a map of the area. The game takes place on the map, requiring the player to physically move in order to change the position of her in-game avatar. The goal of the game is to stop computer-controlled enemies from reaching your base by building defensive towers and collecting power-up items. The game was tested on five male students with an interest in video games and exercise. The tests took place in a public park. Each participant played the game once, sessions lasting from 10 to 24 minutes. Observations and interviews indicated that the game was successfully able to engage and entertain the players, encouraging physical exertion. The players reported that it reduced focus on the physical effort expended. They were somewhat positive towards including such a game in their exercise schedule, on the condition that it included a multiplayer mode. Challenges associated with outdoor exergames were identified. These include inaccuracies in the location tracking, the risk of injury, and social barriers involved with playing games in public. ii iii Sammendrag Mangel på fysisk aktivitet er et stadig økende problem. Dette har ført til økt interesse for exergames. Exergames kombinerer dataspills evne til å begeistre og engasjere med fysisk bevegelse og trening. Dette har et potensiale til å nå en målgruppe som lever spesielt stillesittende liv. Denne studien har utforsket mulighetene og utfordringene knyttet til utendørs exergames. En undersøkelse av fagfeltet førte videre til design og utvikling av et lokasjonsbasert tower defense exergame til smarttelefoner. Spillerens plassering spores via GPS og vises på et kart over området. Spillet foregår på dette kartet, og spilleren må fysisk bevege seg for å påvirke posisjonen til spillkarakteren hennes. Spillets mål er å hindre datastyrte fiender i å nå basen din ved å bygge forsvarstårn og samle verdifulle gjenstander. Spillet ble testet på fem mannlige studenter med interesse for dataspill og trening. Testingen skjedde i en offentlig park. Hver testdeltager spilte spillet én gang, og rundene varte fra 10 til 24 minutter. Observasjon og intervjuer indikerte at spillet var i stand til å engasjere og underholde spillerne, samtidig som det oppmuntret til fysisk aktivitet. Spillerne rapporterte at spillet tok vekk fokus fra den fysiske anstrengelsen. De var nokså positivt innstilt til å inkludere et slikt spill i treningsplanen deres, gitt at det inkluderte en flerspillermodus. Det ble identifisert spesielle utfordringer knyttet til utendørs exergames. Disse inkluderte unøyaktig posisjonssporing, risiko for skader, og sosiale sperrer knyttet til å spille dataspill i offentlige rom. iv v Preface This thesis concludes my Master of Science in Computer Science at the Department of Computer and Information Science (IDI) at the Norwegian University of Science and Technology (NTNU). The work builds upon a preliminary research project carried out during the fall of 2015 [1]. I would like to thank my supervisors Alf Inge Wang and Kristoffer Hagen for their guidance and input throughout the project. I would also like to express my gratitude to everyone who participated in the user testing and provided me with valuable feedback. Audun Brandt Trondheim, June 17, 2016 vi vii Contents Part I Introduction and Research Methodology .................................................. 1 1. Introduction ...........................................................................................................3 1.1 Motivation .......................................................................................................3 1.2 Objective .........................................................................................................3 1.3 Report Outline .................................................................................................4 2. Research Questions and Methodology ....................................................................5 2.1 Research Questions ..........................................................................................5 2.2 Research Methodology ....................................................................................6 2.2.1 Research Process .......................................................................................6 2.2.2 Literature Review ......................................................................................7 2.2.3 Research Strategy ......................................................................................7 2.2.4 Sampling ...................................................................................................8 2.2.5 Data Generation Methods ..........................................................................8 2.2.6 Data Analysis ............................................................................................8 Part II Prestudy ................................................................................................... 11 3. Physical Inactivity ................................................................................................ 13 4. Enjoyment in Games ............................................................................................ 15 4.1 Flow and Gameflow ....................................................................................... 15 4.2 Challenge, Fantasy, and Curiosity .................................................................. 17 5. Game Genres ....................................................................................................... 19 6. Exergames ........................................................................................................... 21 6.1 History of Exergames .................................................................................... 21 6.2 Technology Review ....................................................................................... 25 Part III Design and Implementation .................................................................... 29 7. Choice of Platform ............................................................................................... 31 8. Technologies for Mobile Game Development ...................................................... 33 9. Desirable Properties ............................................................................................. 35 10. Game Design ..................................................................................................... 37 10.1 Genre ........................................................................................................... 37 10.2 Gameplay and Design .................................................................................. 39 11. Game Implementation ........................................................................................ 51 11.1 Development ................................................................................................ 51 11.2 Architecture ................................................................................................. 51 11.2.1 Corona Project Files .............................................................................. 51 11.2.2 Scenes ................................................................................................... 52 11.2.3 Classes .................................................................................................. 52 viii 11.2.4 Libraries ............................................................................................... 53 11.2.5 Asset Modules ...................................................................................... 53 11.3 Challenges .................................................................................................. 54 Part IV Evaluation ................................................................................................ 55 12. Data Generation ................................................................................................ 57 12.1 Observations ............................................................................................... 57 12.2 Interviews ................................................................................................... 57 13. Test Procedure .................................................................................................. 59 14. Participant Recruitment ..................................................................................... 61 15. Results .............................................................................................................. 63 15.1 Observations ..............................................................................................