Design and Evaluation of AR-Based Serious Games with Clinical Knowledge for Promoting Health Fitness Chien-Lung Hsu1.3*, and Min-Wen Liao1.2 1 Department of Information Management, Chang Gung University 2 Department of Nursing, Chang Gung University 3 Chang Gung Memorial Hospital *Email: [email protected] Abstract Serious Games can be applied in various fields such as military, health care, aviation, and education. In evidence-base study, serious games based on clinical knowledge can be designed to enhance holistic care, elderly patient’s safety, and health care delivery. This study uses augmented reality (AR) technology and considers clinical knowledge to design AR-based serious games with motion sensing controller for promoting health fitness. Users can not only paly the proposed serious grames enjoyly, but also imporve their health. Moreover, we consider “quality of game” and “perceived enjoymentand” constructs to design a new research model based on information system success model to evaluate user acceptance and statisfication of the proposed games. The results show that (i) “quality of game” construct could positively affect “perceived enjoymentand” one, (ii) “perceived enjoymentand” construct could positively affect “intention to use” and “satisfaction” one, and (iii) “satisfaction” construct could positively affect " intention to use " one. Keywords: Serious Game, Fitness, Information System Success Model, Clinical Knowledge Introduction With changing lifestyle, the daily activity of people also change with it. Many studies have indicated that lack of physical activity will easily lead to chronic diseases (Frank, Christian, & Matthew, 2012). In order to prevent lacing of physical activity, the fitness training is the best way. Through augmented reality technology to design a somatosensory game for fitness training, the users will enjoy the game and intention to use. We base on clinical knowledge to design game action. When the user plays the game, they can train their fitness at the same time. We hope to promote the user's health fitness in the future. Literature Review Serious Games Serious Games (SGs) was defined “games that are designed to entertain players as they educate, train, or change behavior (Benjamin, 2005)” and may have useful outcome or model real – life situations (Prudy, 2007). To create personal health promotion games, the supporting from community, knowledge and business may be required “Games for Health” (Marin, Navarro & Lawrence, 2011). Augmented Reality Augmented Reality (AR) technology can help the SGs more close to life. Klopfer and Sheldon defined AR as a “technology” that blends real and virtual world experience (Klopfer & Sheldon, 2010). Research showed that AR system could help learners to develop skill and knowledge (Wu, Lee, Chang, & Liang, 2013). Therefore when the fitness game is developed on the basis of clinical knowledge and AR technology, the users would be more satisfied with the game and intention to use. Physical fitness Physical fitness as “The ability to carry out daily tasks with vigor and alertness, without undue fatigue, and with ample energy to enjoy leisure-time pursuits and respond to emergencies (Frank et al., 2012 ).” Physical fitness is major to improve cardiorespiratory endurance, muscular endurance, muscular strength, body composition, and flexibility (Caspersen, Powell, & Christenson, 1985). Physical inactivity as a primary and actual cause of most chronic diseases (Frank et al., 2012 ). When exercise becomes interesting, users may be interested and keep exercise. Finally they will improve their physical fitness. Information Systems Success Model (ISSM) Information Systems Success Model (ISSM) Fig.1 was undertaken by William H. DeLone and Ephraim R. McLean in 1992 (DeLone & McLean, 1992). In this model, system quality directly affect user satisfaction and satisfaction directly usage intentions. At the same time, user satisfaction affect usage intentions. Information quality Usage intentions System use Net system benefits System quality User satisfaction Service quality Fig1. Information System Success Model Methodology In evidence-base study, serious games based on clinical knowledge can be designed to enhance holistic care, elderly patient’s safety, and health care delivery (Olufuwa, 2015). The healthy fitness platform was created on the basis of clinical knowledge and developed fitness games base on AR technology. Our operating environment is Microsoft Windows7 and development tools: Vizard、Python、 Unity 3D、 Kinect for Windows SDK、 XAMPP、 ASP.NET、 FAAST. Using AR technology would lead the games into the user’s life. This healthy fitness platform includes two major systems. First one is fitness detection system, this system can detect the user’s level of fitness and provide detect result to show training enhancement. Second one is the training system, this system will provide training recommendation according to the test results of fitness detection system. When users start the game, they will do the warm–up game then enter the fitness detection system. The system will test user’s balance force, muscle strength, softness and reaction force. After the test games, the system will develop personalized training courses. We based on ISSM to propose a new model to explore the relationship between game quality and satisfaction. Thus, we formulated the following hypotheses and the Figure 2 was shown the research model. H1: The quality of game will have a positive impact on the perceived enjoymentand. H2: The perceived enjoymentand will have a positive impact on satisfaction. H3: The satisfaction will have a positive impact on intention to use. H4: The perceived enjoymentand will have a positive impact on intention to use. Fig. 2 Research model Results 40 participants were completed the game and fill in the questionnaire. The demographic results are listed in Table 1. Table 1 Participants basic information Description Gender Male Female Eduction Bachelor Master Frequency of sports per week <5 5-10 >10 Every sport time (min) 0-30 31-60 61-90 91-120 >120 Number of valid questionnaires Percentage(%) 16 40.0 24 60.0 4 36 10.0 90.0 37 2 1 92.5 5.0 2.5 22 7 4 4 3 55.0 17.5 10.0 10.0 7.5 Totel 16 males, 24 females were in this study. 92.5% of participants do exercise less than five times per week. In the meantime there are 55% of participants do exercise less 30 minutes once time. The validity of study hypotheses were tested by structural equation modeling. The testing showed that “quality of game” could affect “perceived enjoymentand”, “perceived enjoymentand” could affect “intention to use” “Satisfaction”, and the “Satisfaction” could affect “ intention to use “. The model testing shoeed in Figure 3, all of research hypotheses in this study had been supported. Fig. 3 The research structure result Conclusion The result show that “quality of game” construct could positively affect “perceived enjoymentand” one, “perceived enjoymentand” construct could positively affect “intention to use” and “satisfaction” one, and “satisfaction” construct could positively affect " intention to use " one. In this study “quality of game” is the key dimension. Our games designed with clinical knowledge and used AR technology to improve games quality. Most of the users enjoy in this game. Perceived enjoymentand is very important, this dimension affects user “satisfaction” and “intention to use”. So when we creat a serious game need to pay more attention in “the quality of game.” Acknowledgments We would like to thank anonymous referees for their valuable suggestions. This work was supported in part by the Chang Gung Memorial Hospital Grant CMRPD3D0061、CMRPD3D0062, and in part by the National Science Council of Republic of China under the contract numbers MOST 104-2221-E-182-028. References Benjamin, S., (2005). Videogames have changed: time to consider, ‘Serious Games’?, The Development Education Journal, 11(3), 1-8. Caspersen, C.J., Powell, K.E., and Christenson, G.M., (1985). Physical activity, exercise, and physical fitness: definitions and distinctions for health-related research. Public Health Reports. 100(2). P126–131. DeLone W. H. and McLean, E. R., (1992). Information systems success: the quest for the dependent variable. Information systems research, 3(1), 60-95. Frank W. B., Christian K. R., and Matthew J. L., (2012). 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