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Introduction
Physical inactivity is a growing concern globally, contributing to numerous health issues such as obesity, cardiovascular diseases, and mental health problems. With the rise of technology, traditional forms of physical activity have been overshadowed by sedentary behaviors, leading to a decrease in the overall physical well-being of individuals. However, recent advancements in technology present new opportunities to promote physical activity in an engaging and innovative way. Augmented reality (AR) games have shown promising results in motivating individuals to be more physically active by combining the real world with digital elements.
This thesis aims to explore the potential of augmented reality games in promoting physical activity and improving the overall health and well-being of individuals. By integrating immersive gameplay with physical movement, AR games have the potential to make exercise fun and rewarding, thus encouraging individuals to adopt a more active lifestyle. This research will investigate the effectiveness of AR games in promoting physical activity, as well as the factors that contribute to their success.
Chapter 1: Introduction
1.1 Introduction
1.2 Background of study
1.3 Problem Statement
1.4 Objective of study
1.5 Limitation of study
1.6 Scope of study
1.7 Significance of study
1.8 Structure of the Thesis
1.9 Definition of terms
Chapter 2: Literature Review
2.1 Physical inactivity and its consequences
2.2 Augmented reality technology
2.3 Gamification of physical activity
2.4 Previous studies on AR games for physical activity
2.5 Factors influencing physical activity behavior
2.6 Motivation and engagement in physical activity
2.7 Health benefits of physical activity
2.8 Theoretical frameworks for promoting physical activity
2.9 Design principles for AR games
2.10 Challenges and limitations of AR games for physical activity
Chapter 3: Research Methodology
3.1 Research design
3.2 Participants
3.3 Data collection methods
3.4 Measures
3.5 Data analysis
3.6 Ethical considerations
3.7 Pilot testing
3.8 Validity and reliability
Chapter 4: Findings
4.1 Demographic characteristics of participants
4.2 Patterns of physical activity engagement
4.3 Perceived enjoyment and satisfaction with AR games
4.4 Effects of AR games on physical activity levels
4.5 Factors influencing engagement with AR games
4.6 Comparison with traditional forms of physical activity
4.7 Recommendations for future research
4.8 Implications for practice
Chapter 5: Conclusion and Summary
5.1 Summary of key findings
5.2 Contributions to existing literature
5.3 Practical implications
5.4 Limitations of the study
5.5 Recommendations for future research
5.6 Conclusion
5.7 Final thoughts
Thesis Overview
Promoting physical activity through augmented reality games has the potential to revolutionize the way individuals engage in physical exercise. By merging the digital world with real-world environments, AR games offer an immersive and interactive experience that motivates individuals to move and be active. This thesis aims to examine the effectiveness of AR games in promoting physical activity and improving health outcomes.
In the introduction, the background of the study and problem statement will be discussed, along with the objectives, scope, and significance of the research. The structure of the thesis and key definitions will also be provided to give readers a clear understanding of the project’s focus.
The literature review will delve into the existing research on physical inactivity, augmented reality technology, gamification strategies, health benefits of physical activity, and design principles for AR games. The chapter will also explore previous studies on AR games for physical activity and identify gaps in the literature.
The research methodology chapter will outline the study design, participant recruitment, data collection methods, measures, and data analysis techniques. Ethical considerations and pilot testing procedures will also be discussed to ensure the validity and reliability of the study results.
The findings chapter will present the results of the research, including demographic characteristics of participants, patterns of physical activity engagement, perceived enjoyment of AR games, effects on physical activity levels, and factors influencing engagement. Recommendations for future research and implications for practice will also be provided.
In the conclusion and summary chapter, key findings from the study will be summarized, contributions to the existing literature highlighted, practical implications discussed, and recommendations for future research proposed. The thesis will conclude with final thoughts on the potential of AR games in promoting physical activity and improving health outcomes.
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