Essay on Games : An Asynchronous Social Gaming Platform

Essay on Games : An Asynchronous Social Gaming Platform

Length: 2098 words (6 double-spaced pages)

Rating: Better Essays

Open Document

Essay Preview

4 FITPLAY GAMES
FitPlay Games is an asynchronous social gaming platform where individuals from various backgrounds and lifestyles can find a fitness game that consistently challenges and motivates them. Each game on the platform has its own set of strategies, giving all players a way to ‘win’ that best suits their needs; this allows both the fitness novice and maven to enjoy a fighting chance at success. All games are based on step-counts and use an asynchronous style of play, allowing players to resume the game at times that work best with their schedule. The games allow players to invite and challenge their friends. FitPlay Games is currently implemented as a native Android mobile app, which pulls data from the Fitbit API (Skriloff, Gonzalez, Christensen, Bentley, & Mortensen, 2016).
The goals of FitPlay Games are as follows:
- To motivate the user to exercise more and continue the use of a fitness tracker.
- To appeal to different player types: novices and gurus, busy and flexible schedules, and various gaming preferences.
- To serve as a research platform to understand asynchronous social exercise games.
Each game was designed to have a sibling game, allowing us to gather data on positive versus negative motivations for game play. For example, “Hot Potato” and “Capture the Crown” are mirror opposites. While Hot Potato only has one loser, steal the crown only has one winner. With this feature, I will be able to understand which groups are more motivated by winning and which are more motivated by fear of losing. For this thesis four games were designed: “Hot Potato”, “Capture the Crown”, “Weak Link” and “Skyscraper” but only two of them were implemented and tested: “Hot Potato” and “Capture the Crown”.
4.1 How to use FitPlay G...


... middle of paper ...


...lk X steps in the next 24 hours” and has a list of all of the prior people who have met their goal and added a link to the chain. When someone fails to meet the goal, the chain breaks, the game ends, and all players are notified of who the weak link was and the overall chain length and participants. The player who didn’t reach the goal is the loser. The total chain length is a team score, while the number of chain links that each person added is an individual score.
4.2.1.4 Skyscraper (designed, not implemented)
This is Weak Link’s sibling game, where all players work to reach an increasing daily step goal. A new skyscraper level is added for each participant when they meet the step goal. When none of the players meet the daily goal, the game ends. The winner is the person with the most levels added and the total number of levels on the building acts as a team score.

Need Writing Help?

Get feedback on grammar, clarity, concision and logic instantly.

Check your paper »

Essay on What Effect Have Games and Gaming Had On Society

- In the 1980’s video games became vastly popular and its market boomed. Since this time the market has continued to grow, making it one of the most popular forms of entertainment in the modern day. There has been much speculation on the effects that both games and gaming have had on society as a whole. Games were first invented in the late 1940’s being found on mainframe computers. The first commercially viable game was computer space in 1971 a coin operated arcade version of an earlier game called Spacewar....   [tags: Gaming]

Better Essays
926 words (2.6 pages)

The Gaming Stereotype Essay

- The term “gamer” tends to be synonymous with “geek” in many people’s minds. They see gaming as a device that absorbs the majority of the time of the user, leaving them as mindless empty, pale husks with no ambitions other than beating that next boss or shooting the enemy in the face. However, few gamers waste their life away. On the contrary, many of these so-called geeks tend to be more social than the average person, and farther down the technological curve than most. For the truth is that gaming is a rather useful and beneficial hobby....   [tags: Gaming ]

Better Essays
1053 words (3 pages)

The Sexism Within The Gaming World Essay examples

- This case study will be focusing on the key topic of sexism within the gaming world. It will focus on two very important aspects; sexism against women within the gaming industry and community, and sexism against women in games. Within the gaming industry, whether it is within the PC gaming industry network or the general gaming industry network, sexism exists. This is supported by the findings discussed within this case study. One such example is: “60% of women in the game industry have experienced sexism......   [tags: sexism, gaming industry, video games]

Better Essays
2265 words (6.5 pages)

Essay on Scalability and Consistency in Server Based Network Gaming

- 2 Background 2.1 Industry The online games market - whilst known by the industry as in its infancy [4] - should surpass $15 Billion this year and sales of virtual goods likely to exceed $1 Billion [1]. This very profitable young market can be debated as the future of gaming [2]. With the cost of Broadband technology going down and online services offering a larger amount of micro-transactions and subscription based games – not to mention virtual goods – it would be hard to resist by any gamer. For example it was reported within 5 days of MODERN WARFARE 2 (MW2) being released it had made $550 million in revenue and an online player base of 8 million, an “army” bigger than real world countries...   [tags: Gaming]

Better Essays
1161 words (3.3 pages)

Essay on Gaming: Is it really that harmful?

- Imagine a world that allows people to become someone else for a moment. This virtual world is undiscovered by many people and is competing with each other. They are not afraid of others judging them. They can express their feelings anonymously without fear. This world is filled with people who, in the real world, would usually be quiet and reserved, but in this world emerge as leaders. This virtual world is accessible to everyone, but only used by a few. These few people who make up this virtual world are called gamers....   [tags: Gaming]

Better Essays
2506 words (7.2 pages)

Essay on Video Games And The Gaming Industry

- Every gaming device has a unique feature that attracts a certain group of gamers. Those who prefer social play and value convenience will choose a console, while the gamers who like better performance and graphics will continue to use their computers. Neither system is better, but it depends on the preferences of gamers. Half of gamers prefer to play video games on computers and the other half choose gaming consoles over their personal computers. Today, it is the biggest subject of dispute between all gamers....   [tags: Video game console, PlayStation 3, Xbox 360, Xbox]

Better Essays
821 words (2.3 pages)

Violence and Video Games Essay examples

- Violent video games and violent adolescent behavior, is there a connection. Millions of violent video games are sold around the United States, millions more are sold overseas, but the numbers of violent crimes, that could be associated with violent video games is low. Assault, robbery, burglary, rape and murder occur daily. The drug industry accounts for the majority of these crimes. The cases not related to drugs, fall into a number of categories, including Psychological Disorders. Disorders that can cause violent behavior are psychotic or anti-social behavior, depression, schizophrenia, delusion, disassociation, and any others recognized by a Psychologist....   [tags: Gaming ]

Better Essays
1976 words (5.6 pages)

Gender Gaming Essay

- Electronics, social networking, and video games are all outlets as ways for today’s society to drive off boredom or express themselves un-anonymously or anonymously. The use of electronics and social networks have become deeply embedded into today’s culture. Going without Facebook, Twitter, or an iPhone/phone is unusual by current standards in developed countries. With the fact that electronics and social networking have become the norm, using electronics and social networks as catalysts, video games and gaming have become a norm in today’s generation....   [tags: Electronics, Social Networking, Video Games]

Better Essays
1206 words (3.4 pages)

Essay on Gaming Observations

- At 1:15pm Saturday afternoon, I am currently hanging out at the student gaming center with the pool tables and a line of arcades in front of me. At least nine to twelve players are gathered around 2 gaming arcade machines in front of me. The two main popular ones that are of interest would be the Street Fighter 3rd Strike and the Marvel vs Capcom 2 machines. The gamers are heavily immerse in watching the players and cheering them on. I am observing four players playing on two separate machines....   [tags: Gaming, narrative]

Better Essays
1032 words (2.9 pages)

Video Games Essay

- Video Games BANG. You fire another round into the horde of zombies’ lurching toward you, and reach for another clip. Then you realize that you’re out of ammo, and there’s still loads of rotting corpses walking right at you. You take out your handy combat knife and prepare for a fight. Of course, you’re not actually being attacked by zombies; you’re playing a video game. Video games are the world’s fastest growing industry, with a net worth of more than 30 billion dollars (“zdnet.com”). They are played by millions worldwide and have become a large part of contemporary society’s culture....   [tags: Games Gaming]

Free Essays
925 words (2.6 pages)