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*Moran, Martin J. and Coons, John M. (2015) "Effects of a Smart-phone Application on Psychological, Physiological, and Performance Variables in College-Aged Individuals While Running," International Journal of Exercise Science: Vol. 8: Iss. 2, Article 1. Available at: http://digitalcommons.wku.edu/ijes/vol8/iss2/1
*Moran, Martin J. and Coons, John M. (2015) "Effects of a Smart-phone Application on Psychological, Physiological, and Performance Variables in College-Aged Individuals While Running," International Journal of Exercise Science: Vol. 8: Iss. 2, Article 1. Available at: http://digitalcommons.wku.edu/ijes/vol8/iss2/1
*{{Citation | editor1=Leaver, Tama, | editor2=Willson, Michele A., |author=Henthorn, Jamie | title=Social, casual and mobile games : the changing gaming landscape | publication-date=2016 |chapter=Rewriting Neighbourhoods: Zombies, Run! and the Runner as Rhetor | publisher=New York Bloomsbury Academic | isbn=978-1-5013-1060-7 }}
*{{Citation | editor1=Leaver, Tama, | editor2=Willson, Michele A., |author=Henthorn, Jamie | title=Social, casual and mobile games : the changing gaming landscape | publication-date=2016 |chapter=Rewriting Neighbourhoods: Zombies, Run! and the Runner as Rhetor | publisher=New York Bloomsbury Academic | isbn=978-1-5013-1060-7 }}
*{{cite journal|last1=Direito|first1=Artur|last2=Jiang|first2=Yannan|last3=Whittaker|first3=Robyn|last4=Maddison|first4=Ralph|title=Apps for IMproving FITness and Increasing Physical Activity Among Young People: The AIMFIT Pragmatic Randomized Controlled Trial|journal=[[Journal of Medical Internet Research]]|date=27 August 2015|volume=17|issue=8|pages=e210|doi=10.2196/jmir.4568}}


==External links==
==External links==

Revision as of 04:51, 22 December 2015

Developer(s)Six to Start with Naomi Alderman
Publisher(s)Six to Start
Producer(s)Adrian Hon
Artist(s)Estee Chan
Writer(s)Naomi Alderman, Rebecca Levene
Composer(s)Matt Wieteska (audio director), Mark Pittam (sound designer)
Platform(s)iOS, Android, Windows Phone, Apple Watch
ReleaseiOS
  • WW: February 27, 2012[1]
Android
  • WW: June 15, 2012[2]
Windows Phone
  • WW: June 15, 2012[2]
Mode(s)Single player

Zombies, Run! is a video game developed and published by Six to Start with Naomi Alderman and Rebecca Levene for iOS and the Android platform. It was released worldwide for iOS on February 27, 2012. The game was funded by a Kickstarter campaign which raised more than five times what was expected, a total of $72,627 from 3,464 backers in October 2011. In October 2012, Zombies, Run! 5k Training, a spin-off app designed as a "couch to 5k" training program was released.

Gameplay

Zombies, Run! is an immersive running game. Players act as the character "Runner 5" through a series of missions, during which they run and listen to various audio narrations to uncover the story,[3] in between listening to music from their own playlists.[4] While running, the player collects supplies which can be used to benefit the base camp of Abel Township.[5] The app is hands-free while the player runs and items are automatically collected.[4] The app can record the distance, time, pace, and calories burned on each mission through the use of the phone's GPS or accelerometer. When using the GPS feature, the user can also opt to participate in a zombie chase which requires the player to run faster (at least 20% faster[6] - a form of interval training[7]) for a short period of time or be caught by zombies and lose their supplies. The app has 23 missions for season 1.[8] Season 2 was released in April 2013,[9] and has over 60 missions.[citation needed] Season 3 was released in April 2014,[10] and has 40 missions.[11] Season 4 was released in May 2015, when the game became free-to-play.[12] Each mission lasts 35 minutes to an hour.[13] An 'airdrop' feature was released where the player sets a real-world location to run to, and the app creates a mission that will last the distance needed.[14]

Home base mechanics

The supplies collected while running can be used between missions to enhance a small version of Abel Township,[5] with detailed buildings similar to SimCity.[8] The more runs the player goes on, the more supplies they collect. They can use those supplies to expand their Abel Township base and unlock more missions.[8] Players start with three level one buildings, such as Janine's farmhouse, an armory, and a defense tower, which are all surrounded by a fence. As a player runs, supplies are picked up to build new structures or improve structures. Each structure has some type of bonus attached to it.

Expanding the base reflects the player's dedication to their exercise, and the more the player exercises, the larger and better-equipped the base becomes. Expanding the base can influence story events and availability of missions.[6]

Virtual Races

A special event was created in October 2015 called a 'virtual race' for a cost of $40 entry with an exclusive mission, private forums, and prizes such as a medal, a running bib, etc.[15] and a global leaderboard.[16] Players created over 200 real-world meet-ups for the virtual race.[14] The next virtual race will take place in March-April 2016.[17]

5K Training

In October 2012, Zombies, Run! 5k Training, a spin-off app designed as a "couch to 5k" training program was released.[18][19][20] The 5K training has 25 workouts to be run over 8 weeks, lasting 40 minutes each.[21] The trainings start the player off slowly and have been designed by experts, and the game can be used with a treadmill.[22] In the storyline, the 5k training takes place between the first and second mission of season one. Advice on exercises, like heel lifts, is included with the app, and it does not include the 'zombie chase' feature or the base-building feature.[23]

Development

The game was conceived when writer Naomi Alderman was attending a running class. During the class, the instructor asked attendees why they wanted to run, and one answered, "I want to be able to out run the zombie horde."[24] The game was funded by a Kickstarter campaign which raised more than five times what was expected, a total of $72,627 from 3,464 backers in October 2011.[25] Developer Hon described the gameplay's aim as being more role-playing than gamification.[26] The developers' aim in creating Zombies, Run was partially to make use of the features of a smartphone such as GPS and the gyroscopes, creating a game that could only be played on a smartphone.[27] Although the game uses GPS and the accelerometer, these are to estimate distance, not track location, and Zombies, Run! has been described as "one of the few actual distance-based games".[28] The team were trained in Objective C for iOS and the player character, Runner 5, was designed to be genderless.[29] Stories were written with generic landmarks included to give a sense of place, and to encourage the player to identify one of their own local landmarks as being what the characters are talking about.[8][30] The story was designed to be episodic, more like a TV show or a novel than a film.[31]

The story is written by a team. Naomi Alderman is the head writer and co-creator.[32] Staff writers include Rebecca Levene, Andrea Klassen, Kayt Lackie, Grant Howitt, Mathilda Gregory and Gavin Inglis.[32] Several guest authors who are notable in speculative fiction and video games contribute missions such as Margaret Atwood,[33] Joanne Harris,[33] Elizabeth Bear,[33] and Andrea Phillips. A fan fiction author contributed ten missions for season 2.[34]

In June 2012, Zombies, Run! expanded onto Android and Windows Phone.[2]

For the release of season 2, the team rewrote the apps, added in a lot of new features and changed their behavior, which led to backlash from some players.[35] As of May 2015, Zombies, Run! became free-to-play.[36] At this time, between 15-20% of all purchasers were still playing the game.[37] Existing players were given access to all content up til the end of Season 3 and the Interval Training and Race Missions features. Existing players can also unlock one episode of Season 4 for free per week. Existing players also have a discounted rate on "Pro Membership" subscription. New players get part of Season 1 for free, and can unlock a new episode every week.[38] As of November 2015, Zombies, Run! is available on the Apple Watch.[39] A spin-off game for the Apple Watch is in development, codenamed Overwatch.[40]

Reception

Zombies, Run! became the highest-grossing Health & Fitness app on Apple's App Store within two weeks of its initial release.[41] As of 2014, Zombies, Run! had over 750,000 players.[42] Pocket Gamer regarded the "compelling narrative" of Zombies, Run! as being a way to trick the player into exercising.[43] Zombies, Run! has a score of 71 on Metacritic, averaging 5 reviews.[44] USA Today said of the story "If you're a fan of radio, zombie stories or need an extra push to get fit this year, Zombies, Run! excels in concept and execution."[45] Caelainn Hogan writing for the Washington Post noted that she was interested in using the app weeks after beginning.[46] Mur Lafferty, writing for the Escapist, also noted that it was fun to follow the story in the app, and therefore Lafferty sustained running.[47] The base-building feature has been regarded as a good way to sustain interest in the game when not running.[28] In a discussion of the trend to use audiobooks while exercising, Zombies, Run! has been discussed as "pushing the audiobook towards new forms", as the audiobook is embedded in other digital media as well as the activity of running.[48] Fast Company named Six to Start as one of their top 10 most innovative companies of 2013, describing Zombies, Run as "one part audio book, one part video game, and one party sneaky personal trainer".[49] Martin French and Gavin Smith regard Zombies, Run! to be an example of the trend for the gamification of health surveillance, which makes tracking one's progress rewarding.[50] Kelly Gardner notes that Zombies, Run! relies on audio to create a apocalyptic environment.[51] Rachel Shatto of Curve magazine praised the app, noting that the strong acting and good storyline made the app accessible to people who weren't "zombiephiles".[4] A paper in the American Journal of Medicine compared Zombies, Run! with other popular health and fitness apps. It noted that the aim of the app was to increase aerobic exercise, that it included audio cues, exercise monitoring, the option to share on Facebook or Twitter, integration with the user's music playlist, a narrative, progression, the ability to sync with other apps, and tailored feedback. It recommended Zombies, Run! for healthy patients wanting to begin aerobic exercise.[52] Rick Broida, writing for CNET, was not engaged by Zombies, Run!, finding the dissonance between the urgent radio clips and his upbeat tracklist distracting.[53]

See also

References

  1. ^ "Zombies, Run! on App Store Tweet". 2012-02-27. Retrieved 2012-03-19.
  2. ^ a b c Langshaw, Mark (2012-06-15). "'Zombies, Run!' launches on Windows Phone and Android". Digitalspy.com. Retrieved 2015-12-22.
  3. ^ Moses, Toby (March 24, 2012). " "Zombies, Run! - review". The Guardian. Retrieved October 6, 2013.
  4. ^ a b c Shatto, Rachel (2013-05-01), "The Jogging Dead: Zombies, Run! puts a post-apocalyptic spin on your workout", Curve, 23 (4), Avalon Media LLC: 35, ISSN 1087-867X
  5. ^ a b Kelly Gardner (2015). "Braaiinnsss!: Zombie Technology, Play and Sound". In Justin D. Edwards (ed.). Technologies of the Gothic in Literature and Culture: Technogothics. Routledge. p. 78. ISBN 9781317632856.
  6. ^ a b Rick Krohn; David Metcalf (2014). "Zombies, Run!: A Case Study". mHealth Innovation: Best Practices From The Mobile Frontier. HIMSS. p. 104. ISBN 9781938904622.
  7. ^ Kim, B. 2015, "Gamification", Library Technology Reports, vol. 51, no. 2, pp. 10-0_3.
  8. ^ a b c d "The Runner's Guide" (PDF). Six to Start. 2012. Retrieved 2015-12-20.
  9. ^ Thorin Klosowski. "Zombies, Run! 2 Adds New Missions and Modes, Is on Sale for 50% Off". Lifehacker.com. Retrieved 2015-12-21.
  10. ^ Thorin Klosowski. "Zombies, Run! 3 Overhauls the Look, Adds New Stories, and More". Lifehacker.com. Retrieved 2015-12-21.
  11. ^ Vignesh Ramachandran (29 April 2015). "Get up and get moving with 3 new apps". USA TODAY. Retrieved 28 November 2015.
  12. ^ Carter Dotson (2015-05-04). "'Zombies, Run!' Gets Season 4 Update and Goes Free-to-Play". TouchArcade. Retrieved 2015-12-22.
  13. ^ Carey, Bridget (2015-05-19). "Hit the track with these running apps". CNET. Retrieved 2015-12-22.
  14. ^ a b "Meet the game that turns real 5K runs into zombie nightmares". GamesRadar. Retrieved 2015-12-22.
  15. ^ "Zombies, Run! — ZR Virtual Race 2015 - Enter Now!". Blog.zombiesrungame.com. 2015-09-03. Retrieved 2015-12-21.
  16. ^ "Zombies, Run! — Virtual Race 2015: The Results Are In". Blog.zombiesrungame.com. 2015-11-04. Retrieved 2015-12-21.
  17. ^ "Zombies, Run! — The Spring 2016 Virtual Race is Here". Blog.zombiesrungame.com. 2015-12-14. Retrieved 2015-12-21.
  18. ^ "Zombies, Run! â€" Introducing Zombies, Run! 5k Training". Blog.zombiesrungame.com. 2012-09-20. Retrieved 2015-12-20.
  19. ^ "Zombies, Run! â€" Zombies, Run! 5k Training Details". Blog.zombiesrungame.com. 2012-10-10. Retrieved 2015-12-20.
  20. ^ "Zombies, Run! — Zombies, Run! 5k Training is out now!". Blog.zombiesrungame.com. 2012-10-12. Retrieved 2015-12-20.
  21. ^ "Daily iPhone App: Zombies, Run! 5k helps novices train for a 5K". Engadget.com. 2013-05-02. Retrieved 2015-12-22.
  22. ^ Jennifer Allen (2012-10-18). "Zombies, Run! 5k Training Review". 148Apps. Retrieved 2015-12-22.
  23. ^ "Appidemic: Zombies, Run! 5k Training - AppleTell". TechnologyTell. 2012-12-05. Retrieved 2015-12-22.
  24. ^ "The New Running Game Where 'Zombies' Chase You". All Things Considered. NPR. 2012-02-19. Retrieved 2012-03-19.
  25. ^ "Kickstarter: Zombies, Run!". Retrieved 2012-03-19.
  26. ^ Jason Schreier (3 October 2011). "Zombies, Run! Makes Your Workout a Race for Survival". WIRED. Retrieved 28 November 2015.
  27. ^ Tracy Fullerton (2014). Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition. CRC Press. pp. 463–465. ISBN 9781482217179.
  28. ^ a b Masaaki Kurosu, ed. (2014). Human-Computer Interaction Applications and Services: 16th International Conference, HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014, Proceedings, Part 3. Springer. pp. 249–250. ISBN 9783319072272.
  29. ^ Mark Walton (13 June 2012). "The Story of Zombies, Run". GameSpot. Retrieved 28 November 2015.
  30. ^ Kelly Gardner (2015). "Braaiinnsss!: Zombie Technology, Play and Sound". In Justin D. Edwards (ed.). Technologies of the Gothic in Literature and Culture: Technogothics. Routledge. p. 79. ISBN 9781317632856.
  31. ^ "Zombies, Run! fights for the rights of stories in games". Polygon.com. Retrieved 2015-12-22.
  32. ^ a b "Zombies, Run! - Press Kit". Zombiesrungame.com. 2015-05-14. Retrieved 2015-12-21.
  33. ^ a b c Adrian Hon (6 October 2015). "Two Million Runners Five". Medium. Retrieved 28 November 2015.
  34. ^ "Media : Zombies, Run! : SFE : Science Fiction Encyclopedia". The Encyclopedia of Science Fiction. Retrieved 2015-12-21.
  35. ^ Andy Orin. "Behind the App: The Story of Zombies, Run!". Lifehacker.com. Retrieved 2015-12-21.
  36. ^ The all-new Zombies, Run! is out and is free to play. May 2015
  37. ^ Stuart Dredge. "Zombies, Run! goes freemium after 1m sales to attract hordes of new players". the Guardian. Retrieved 28 November 2015.
  38. ^ "Zombies, Run!". zombiesrungame.com. 14 May 2015. Retrieved 28 November 2015.
  39. ^ "Zombies, Run! is available on Apple Watch at last, gets new custom Training Plans". Pocket Gamer. 26 November 2015. Retrieved 20 December 2015.
  40. ^ Brian Crecente (2015-12-07). "Watch Future | Time killers: The strange history of wrist gaming". Polygon.com. Retrieved 2015-12-20.
  41. ^ Tom Chatfield (2012-03-23). "Escape the marauding zombies… and burn calories at the same time | Technology". The Guardian. Retrieved 2015-12-22.
  42. ^ Klepek, Patrick (7 January 2014). "This Fitness Developer's Secret Sauce Is Story". Giant Bomb. CBS Interactive.
  43. ^ Matthew Diener (24 April 2013). "Zombies, Run!". Pocket Gamer. Retrieved 28 November 2015.
  44. ^ "Zombies, Run!". Metacritic. Retrieved 28 November 2015.
  45. ^ Saltzman, March (March 2, 2012). "Zombies, Run!: A creepy way to stay fit". USA Today. Retrieved October 6, 2013.
  46. ^ Caelainn Hogan (23 September 2014). "Apptitude: 'Zombies, Run!' might scare you into healthy habits". Washington Post. Retrieved 28 November 2015.
  47. ^ Mur Lafferty (23 August 2012). "10 Things I Love About Zombies, Run!". The Escapist. Retrieved 28 November 2015.
  48. ^ Iben Have; Birgitte Stougaard Pedersen (2015). Digital Audiobooks: New Media, Users, and Experiences. Routledge. pp. 72–73, 118. ISBN 9781317588061.
  49. ^ Kate Rockwood (11 February 2013). "The World's Top 10 Most Innovative Companies in Fitness". Fast Company. Retrieved 28 November 2015.
  50. ^ French, Martin; Smith, Gavin (December 2013). "'Health' surveillance: new modes of monitoring bodies, populations, and polities". Critical Public Health. 23 (4): 383–392. doi:10.1080/09581596.2013.838210.
  51. ^ Kelly Gardner (2015). "Braaiinnsss!: Zombie Technology, Play and Sound". In Justin D. Edwards (ed.). Technologies of the Gothic in Literature and Culture: Technogothics. Routledge. p. 74. ISBN 9781317632856.
  52. ^ Higgins, John P. (June 2015). "Smartphone Applications for Patients' Health and Fitness". The American Journal of Medicine. doi:10.1016/j.amjmed.2015.05.038.
  53. ^ Carey, Bridget (2013-04-19). "Feet-on with Zombies, Run! 2 jogging game". CNET. Retrieved 2015-12-22.

Further reading

  • Witkowski, E. (5 November 2015). "Running With Zombies: Capturing New Worlds Through Movement and Visibility Practices With Zombies, Run!". Games and Culture. doi:10.1177/1555412015613884.
  • Emma Witkowski. 2013. Running from zombies. In Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death (IE '13). ACM, New York, NY, USA, Article 1, 8 pages. doi:10.1145/2513002.2513573
  • Darby, Kris (13 October 2014). "Our encore: running from the Zombie 2.0". Studies in Theatre and Performance. 34 (3): 229–235. doi:10.1080/14682761.2014.967020.
  • Alexander Kan, Martin Gibbs, and Bernd Ploderer. 2013. Being chased by zombies!: understanding the experience of mixed reality quests. In Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration (OzCHI '13), Haifeng Shen, Ross Smith, Jeni Paay, Paul Calder, and Theodor Wyeld (Eds.). ACM, New York, NY, USA, 207-216. DOI=http://dx.doi.org/10.1145/2541016.2541038
  • Smith, David M (2013-07-01), "Run from the zombies: How video games might be changing the way we exercise", Student BMJ, 21, British Medical Association: 16(2), ISSN 0966-6494
  • "Zombies, Run!(HEALTH APP WRAP[TM]: Practical tools for research, patient counseling, and professional development.)", Pharmacy Times, 79 (2), Pharmacy & Healthcare Communications, LLC: 86(1), 2013-02-01, ISSN 0003-0627
  • Gillman, Arielle S.; Bryan, Angela D. (11 September 2015). "Effects of Performance Versus Game-Based Mobile Applications on Response to Exercise". Annals of Behavioral Medicine. doi:10.1007/s12160-015-9730-3.
  • Moran, Martin J. and Coons, John M. (2015) "Effects of a Smart-phone Application on Psychological, Physiological, and Performance Variables in College-Aged Individuals While Running," International Journal of Exercise Science: Vol. 8: Iss. 2, Article 1. Available at: http://digitalcommons.wku.edu/ijes/vol8/iss2/1
  • Henthorn, Jamie (2016), "Rewriting Neighbourhoods: Zombies, Run! and the Runner as Rhetor", in Leaver, Tama,; Willson, Michele A., (eds.), Social, casual and mobile games : the changing gaming landscape, New York Bloomsbury Academic, ISBN 978-1-5013-1060-7{{citation}}: CS1 maint: extra punctuation (link) CS1 maint: multiple names: editors list (link)
  • Direito, Artur; Jiang, Yannan; Whittaker, Robyn; Maddison, Ralph (27 August 2015). "Apps for IMproving FITness and Increasing Physical Activity Among Young People: The AIMFIT Pragmatic Randomized Controlled Trial". Journal of Medical Internet Research. 17 (8): e210. doi:10.2196/jmir.4568.{{cite journal}}: CS1 maint: unflagged free DOI (link)