CYBERJUMP – zum Bewegen bewegen

Gamifizierte AR-Sportmotivation für Jugendliche / Gamified AR sports motivation for young people

Carolin-Isabel Kaiser

März / March - 2022

Ostbayerische Technische Hochschule Regensburg

Bachelor of Arts


The goal of this bachelor thesis was to create an intrinsic motivation for the user to engage in sports and to consolidate this motivation in the long term. For this reason, CYBERJUMP, a concept of an augmented reality game for the smartphone, addresses 13- to 15-year-olds as a user group. After all, this is the age at which the first conscious decisions are made that are oriented toward the path taken by parents. Thus, if a child's own enthusiasm for sports is able to develop during this period, it is most likely that this enthusiasm for a conscious, active lifestyle will be maintained. To work out this objective, the target group (Generation Z in adolescent age), the influences of the media on the sporting motivation of Gen Z and, above all, the interaction of the various gamification types with the levels of motivation are considered and then processed in the form of an active augmented reality game with tasks, surprises and storyline.