This study researched the gamification of in-flight entertainment (IFE). Some previous studies have focused on IFE technology implementation and hardware research; however, few studies have focused on the user’s experience of IFE. In this thesis, based on the gamification theory, a somatosensory game was designed to encourage users to take the initiative to relax during long-distance flights. To verify the effectiveness of this design, a prototype with hardware (including a seat with integrated proximity sensors, using Arduino Leonardo’s development board) and software (an analog IFE system with game, music, and video capabilities, and a designed somatosensory game) was developed. Two groups were tested: the control group with traditional IFE and the experimental group with an IFE which included elements of gamification. Three sets of data were measured: The State-Trait Anxiety Inventory (STAI), user experience questionnaire (UEQ), and physical movement duration time. Through analysis of the results, it can be concluded that the IFE with gamification was more novel and stimulating than the traditional IFE. In addition to motivating users to exercise more, the gamification-based IFE was also more effective at reducing anxiety than the traditional IFE.
CITATION STYLE
Shen, T., Weng, Y., & Han, T. (2019). Gamification of In-Flight Entertainment (IFE) to Motivate People to Relax: A Case Design. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 11595 LNCS, pp. 414–426). Springer Verlag. https://doi.org/10.1007/978-3-030-22602-2_31
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