Exerwalls – an Exercise Alternative to Paywalls in Mobile Games

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Exerwalls – an Exercise Alternative to Paywalls in Mobile Games Anthony Gallo Philipp Baumann  Emmanuel Agu   Mark Claypool In Proceedings of the International Academic Conference on Meaningful Play, East Lansing, Michigan, USA, October 20-22, 2016. 

Introduction Physical inactivity increases risk of diseases Diabetes, cardiovascular, cancers, obesity [CDC, 2015] Leasing cause of death in US [Mokdad, et al. 2000] Physical guidelines 150 minutes exercise/day But most kids get far less, preferring “online” entertainment [Rideout, Foehr, and Roberts, 2010] Approach  integrate exercise into online apps Inspiration: Bitwalking [Imbesi and Bahar, 2016] and Pokémon Go [The Pokémon Company, 2016]

(Dungeon Keeper, Mythic Entertainment, 2013) Paywalls (1 of 2) Paywall – in-game mechanism to restrict content until paid (time, money or effort) (Dungeon Keeper, Mythic Entertainment, 2013) Example pictured - Player can either pay or wait predetermined amount of time to continue play. Many examples: card games Hearthstone and Heroes of Warcraft (Blizzard, 2014), puzzle games such as Candy Crush (King, 2012), strategy games such as Game of War – Fire Age (Machine Zone, 2013), and classic games Monopoly (Hasbro, 2015).

Paywalls (2 of 2) Paywall types [Doe, 2015] Classic paywall – purchase game content Pressure-wall – integrate with friends, so social pressure urges payment for content Patience-wall – wait for time for content Ad-wall – watch advertisement for content Our idea: new kind of paywall  Exerwall

exercise to unlock content Exerwalls Provide additional choice for player exercise to unlock content Control for player since exercise rate a choice Reduce player frustration Promote self-accomplishment, keep players engaged Does not replace paying, instead replacing waiting This paper  evaluate exerwall potential

Methodology Survey user opinions on exerwalls and patience-walls Develop mobile game with exerwalls for user study Conduct user study to evaluate efficacy of exerwalls Analyze results of user study Methodology servers as an outline for the rest of the talk

Methodology Survey user opinions on exerwalls and patience-walls Develop mobile game with exerwalls for user study Conduct user study to evaluate efficacy of exerwalls Analyze results of user study

Survey Goal: Assess opinions of paywalls and explore exerwall options Web survey, email students at WPI 56 students 31% exercising less than 4 hours per week Many only exercise is walking to/from classes 25% paid attention to exercise Respondents

Survey Summary Results

Methodology Survey user opinions on exerwalls and patience-walls Develop mobile game with exerwalls for user study Conduct user study to evaluate efficacy of exerwalls Analyze results of user study

Game for Study Need game with exerwalls – control duration, compare to waiting Develop in Android, using Libgdx Use procedural content generation for art Conduct focus group for development focus (Details in paper)  Concentrate on making game fun given developer resources (2 students, 6 months)

Laser Planets Leader Board Player builds team of planets – shoot laser beams to battle other planets – win battles for galactic domination! Leader Board

Exerwalls in Laser Planets (Also in “Explore” screen for fuel) Random paywall options: Force Walk, Force Wait or Choice

Methodology Survey user opinions on exerwalls and patience-walls Develop mobile game with exerwalls for user study Conduct user study to evaluate efficacy of exerwalls Analyze results of user study

User Study Procedure Results Solicit users via WPI email Incentives: gift card raffle Users download game via APK Users play brief tutorial Asked to play at least once per day Results 8 days (April 2016) 21 users 16 male, 5 female Ages 18 to 31, median 21 All in CS and Engineering Play: Mean 13/day for 3 minutes Details in report [Baumann and Gallo, 2016]

Methodology Survey user opinions on exerwalls and patience-walls Develop mobile game with exerwalls for user study Conduct user study to evaluate efficacy of exerwalls Analyze results of user study

When Choice, Walk or Wait? (1 of 2) Percentage of time (the y-axis) users made the choice (the x-axis). From the graph, the percentages for each choice are similar. This suggests that the new exercise option (in our case, walking) may sometimes be utilized by users in favor of waiting. Walking viable choice for users versus waiting

Average Steps per Day Slight increase in steps per day over week Trend in the mean number of steps taken over the course of the user study. The x-axis is the day of the user study (the study lasted a little over a week) and the y-axis is the mean number of steps. Each point is the mean number of steps across all users for that day with the bars showing the standard error of the mean. The dashed line is a trend line, the least squares line fit of the mean values. From the graph, there is considerable variation in the mean values, but a noticeable upward trend – the slope is +102 steps/day – suggesting slightly more steps per day at the end of the study than at the beginning. Slight increase in steps per day over week

When Walk, More Steps? Increase in number of steps when given exerwall Combined analysis of the paywall presented and/or chosen (walk or wait) with the average number of steps taken. This analysis examines the average number of steps taken by each user for 20 minutes after presented with a paywall. The time window of 20 minutes is used since that is the longest patience-wall waiting time. The horizontal axis shows four cases, the two on the left when there is a choice (walk or wait) and the two on the right when there is no choice. The y-axis is the average number of steps taken. The horizontal dashed line shows the overall average number of steps over 20 minutes for reference. From the figure, when the exerwall has the user walk, whether through choice or not, the user takes more steps than a patience-wall option of wait. Although not definitive, this suggests the exerwall may have encouraged users to exercise more. Increase in number of steps when given exerwall

Conclusion Current paywalls limited (pay or wait) and frustrating (decreasing user base) Exerwalls provide player-controlled option – exercise to unlock content Potential to increase exercise Potential to increase user base and revenue Survey (54 people) shows ¾ gamers would use instead of waiting User study (21 people) suggests exerwalls in Laser Planets encourage walking

Future Work Exerwall impact Exerwall placement Exerwall revenue Additional studies with more users, broader demographics, longer period of time (years – behavior change) Exerwall placement Frequency and duration Exerwall revenue Impact on in-app purchases

Exerwalls – an Exercise Alternative to Paywalls in Mobile Games Anthony Gallo Philipp Baumann  Emmanuel Agu   Mark Claypool In Proceedings of the International Academic Conference on Meaningful Play, East Lansing, Michigan, USA, October 20-22, 2016.