Studying PH. A. N. T. O. M. in the wild
Kasper Løvborg Jensen, Rameshnath Krishnasamy, Vashanth Selvadurai · 2010
A pervasive persuasive game, PH. A. N. T. O. M., has been designed and developed to increase the daily exercise level of the players. The idea is to embed the physical activity into a fun and engaging mobile game experience. This is combined with a storyline and virtual game setting integrated into the everyday life of the players to add a sense of purpose for them to get outside and be active. This paper reports from a field study with nine participants which was conducted to evaluate the user experience of the game in the wild and investigate the persuasive nature of it.