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Digital Pets Boost Players' Physical Activity by Over 20%, NTNU Study Finds

A three-week NTNU study of the mobile game BitPet found that players were more than 20% more physically active on days they played, driven largely by their sense of responsibility for a virtual pet.

Step by step

  1. 1

    Player walks or moves during the day

  2. 2

    Phone's step counter records the activity

  3. 3

    Virtual pet's fitness improves accordingly

  4. 4

    Player earns step points and resources

A three-week study from the Norwegian University of Science and Technology (NTNU) found that players of the mobile game BitPet were, on average, more than 20% more physically active on days they played than on days they did not. The study, a master's thesis by two NTNU students, surveyed 51 participants, combining questionnaires, interviews and step-count data.

BitPet is a virtual pet game whose pet grows fitter as the player becomes more physically active, tracked via the phone's step counter; players also collect resources and encounter other pets on a map. It draws inspiration from titles such as Tamagotchi, Pokémon Snap, Animal Crossing and The Sims Pets, and builds on years of NTNU research into exergames, games designed to encourage physical activity.

"One of the clearest findings was that the virtual pet became an important source of motivation for many participants. The sense of responsibility for the pet, combined with step points, progression, in-game resources and photo competitions, encouraged many people to be a little more physically active," said Alf Inge Wang, BitPet co-founder and NTNU computer science professor who supervised the master's students. He added that many participants chose to walk the long way home, walk to the shop instead of driving, or take an extra walk simply to help their pet evolve.

The study also found considerable variation in motivation, and only a limited effect on social activity. Participants ranged from 20 to 52 years old, with an average age of 26, and were 65% women and 35% men. Results were based on Android users only, after a technical issue meant iOS data had to be excluded from the analysis.

BitPet AS, the company led by co-founder Mathias Grønstad, has received 5 million Norwegian kroner (NOK) from the Research Council of Norway to validate its business model, and has launched a playable beta of the game in Norway on the App Store and Google Play.

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The story so far

  1. Finnish Study Links Screen Time to Improved Cognitive Processing in Adolescents
  2. Digital Pets Boost Players' Physical Activity by Over 20%, NTNU Study Finds
#digital pets#physical activity#gamification#mobile games#exergames#NTNU#Norway
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