Sandbox Demo Analysis #3: Zombies, Run!

Tomoei Nakasone
Texas Immersive Institute
4 min readOct 22, 2023

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Have you ever thought that just training is boring? Have you ever been motivated to work out in the beginning, but before you knew it, you lost motivation and looked for excuses not to do it? If you are such a person, leave your house now and let the ZOMBIES chase you! The Zombies, Run! is a perfect location-based experience app for users who want to start running activities or improve their running abilities. Even if you are a lazy person, you need to RUN and RUN and RUN to survive. In this sandbox demo, I’ll evaluate the user experience (UX)/participant experience (PX) by analyzing the role of the audience of Zombies, Run!.

Zombies, Run!

The psychological impact of Location-based experience

Before jumping to the evaluation of Zombies, Run!, we need to know the psychological impact of Location-based experience. Laato et al. (2022) revealed that LBG (Location-based game) playing intensity was found to be positively associated with psychological well-being. Also, LBGs in general may help reduce social anxiety and increase social well-being. This means that Location-based experience can not only influence users but also improve their mental health problems. It also implies that Location-based experience has the potential to be used for a variety of purposes. In addition, Location-based experience can enhance the level of the users’ engagement. Location Based Services (2023) mentioned that LBGs have many benefits, including increasing motivation and engagement, fostering collaboration, and clarifying context. It can be said that the realistic and fresh gameplay of LBGs, in which users actually walk through a familiar city while playing the game, greatly affects their experience and allows them to feel the excitement of a new adventure.

The Analysis of Zombies, Run!

While the Location-based experience has a positive effect on mental health and improves mental health condition, this is somewhat weak to be a decisive reason for the user experience (UX)/participant experience (PX) and engagement of Zombies, Run!. What experiences users can get and think from playing it?To unravel it, I analyze the role of the audience in this Location-based experience app.

In this experience, users are “interactive participants.” By turning on the zombie-chasing mode and running, users can have a storied experience. This means that they are basically interacting with the story and engaging in ways that don’t influence the structure outcome of the experience. This also means that users’ participation is the key of this app’s experience design and it cannot be fully enjoyed or realized without the users’ interactivity.

My playing screen
The result of my first run!

In addition, this app has not only a running function, but also a game in which the users pick up items while running and use them to build up the base. Depending on the items users have, they also can build hospitals, housing, recreational areas, etc in the base. These will increase the base’s defenses, satisfaction level, and population. The role of audiences in this building base game is “interactive participants” since the fact that users advance through the game by using items obtained during the location-based experience means that they are interacting with the story itself and still engaging in a way that does not affect the structural outcome of the experience.

From these findings, the UX/PX designer of this location-based experience app wanted users/audiences to take the role of interactive participants with some action verbs such as run, collect, and use. This implies that users are not just running, but also able to fulfill their fantasy through experience since the role is compelling and engaging.

My base:)

The Challenge of Zombies, Run!

Even though Zombies, Run! is a good game, it has some challenges. One is usability. Since Zombie Chases are triggered at speeds between 7 km/h and 18 km/h, and may not be triggered when walking. Therefore, certain users, such as those with heart conditions that prevent them from running very fast, are not suited for this location-based experience. Also, another problem is accessibility. This location-based experience is not available to users whose native language is not English or who are not proficient in English, as all conversations and narratives are in English, so they cannot enjoy the story in real time while driving. In other words, not all users will be able to enjoy the experience because of the language barrier.

Conclusion

Overall, I enjoyed playing Zombies, Run! and found that this location-based experience app has a good experience (UX)/participant experience (PX). This indicates why users love to use this location-based experience app. I also love the concept that zombies can motivate users to start activity and achieve goals. I’ll use this as an opportunity to get the zombies to help me with my exercises!

Works Cited and Reference

Laato, Islam, A. K. M. N., & Laine, T. H. (2022). Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players. Behaviour & Information Technology, 41(9), 1888–1904. https://doi.org/10.1080/0144929X.2021.1905878

Location Based Services. (2023). How can location-based gaming enhance learning outcomes for students? LinkedIn. https://www.linkedin.com/advice/0/how-can-location-based-gaming-enhance-learning

Reilly, Erin. (2023). ADV 365 AUDIENCE DEVEL/ENGAGEMENT Presentation #7: Clarity on UI/UX. [Presentation Video]. Canvas. https://tower.la.utexas.edu/app_home/video?act_key=1b788da1487cfcf70925c0598c581f006534a978bff6e#/

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