Imagine a crisp autumn morning, the sun slowly rising over the horizon as you lace up your running shoes. You step outside, greeted by the cool breeze and a sense of anticipation. But today, your usual jog takes a thrilling twist. As you start your run, you hear the distant sound of moans and growls. Your heart pounds, and you quicken your pace. You're not alone on this run – you're being chased by zombies! This isn't a scene from a horror movie; it's the world of "Zombies, Run!" – a popular mobile fitness app that combines exercise with gamification
Zombies, Run! is a popular mobile fitness app that was first released in 2012. Developed by British studio Six to Start and writer Naomi Alderman, the app combines elements of gamification, storytelling, and exercise tracking to provide users with an immersive and engaging fitness experience.
The app's development involved a collaboration between game designers, writers, and fitness experts. It introduced a unique concept: turning running into a game where users become "runners" in a post-apocalyptic world infested with zombies. Players listen to audio narratives that unfold as they run, simulating missions where they gather supplies, rescue survivors, and avoid the pursuing undead.
Gamification refers to the practice of incorporating game elements and principles into non-game contexts, such as apps, websites, education, or workplaces, to engage and motivate individuals. It involves using game design elements, mechanics, and techniques to make tasks or activities more enjoyable, interactive, and rewarding.
Well, how exactly does Zombies keep users engaged?
While UCI students may be compelled to move their feet with a Petr drop, Zombies does a good job of motivating users to exercise because the figure of the zombie can instill fear with just a single sound. The absence of visuals in Zombies forces the game to heavily focus on diagetic sounds. Users can hear the iconic zombie drone in the app, typically with the zombies interrupting the narrative to signify the presence of danger, which forces a physical response. The zombie is the only popular horror figure with a distinct sound attached to it. When playing, users become “bodily present in the game world” and “manipulates real-life experiences” (Kelly 2015). I don't know about you, but I'd definitely get myself moving if I heard a hoard of zombies nearby.
Storytelling has long been recognized as a powerful tool for captivating audiences, evoking emotions, and conveying messages. In recent years, the concept of storytelling has transcended traditional forms of entertainment and found its way into various domains, including exercise apps and everyday life. The integration of storytelling into exercise apps, in particular, has emerged as a promising strategy to enhance motivation and engagement in physical activity.
The incorporation of storytelling as a motivational tool in exercise apps, exemplified by Zombies, Run! has shown significant potential to enhance user engagement and exercise adherence by leveraging the power of immersive narratives to create a sense of purpose and urgency.
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