Quest Up - Gamified fitness for gamers

Quest Up - Gamified fitness for gamers

Quest Up - Gamified fitness for gamers

You sit down to play one game, and suddenly it has been six hours. It is fun in the moment, but the lack of movement adds up, and exercise still feels like a chore.

Industry

Fitness

Role

UX Designer

Timeline

6 Months

Role

Founder

UX Designer

Founder

UX Designer

Timeline

6 Months

Industry

Fitness

Tools Used

Figma

The Problem

Gamers often spend hours in long sessions without a break, and prolonged inactivity can lead to weight gain, low energy, back pain, and eye strain, with wider long term health risks. Fitness is easy to deprioritise because it feels intimidating, unclear, and less rewarding than games, so consistency breaks.

The Solution

Quest Up is a gamified fitness app for gamers. It turns movement into quests, progression, and rewards, so fitness feels familiar, less intimidating, and easier to stick with.

THE PROBLEM

Breaking Down the Problem

Research with gamers across Discord, conventions, and gaming cafés showed three consistent themes: long sedentary sessions, low motivation, and a desire for visible progression that feels more like a game.

PROBLEM: Gamers often spend long hours sitting while gaming

  • UK gamers spend on average 7.5 hours a week gaming, while adults sit around 9 hours a day on average.

  • "On average, I spend around 3 to 4 hours a day gaming"

PAINPOINT: Exercise Feels Like A Chore

  • 45% of Europeans never exercise, and the biggest blockers are time (41%) and motivation/interest (25%).

  • "I want to be more active, but I don't feel motivated to exercise"

OPPORTUNITY: Gamers Are Interested In Gamified Fitness

  • A study of Pokémon GO users found that users had 1,200 extra steps/day after starting (peer-reviewed study).

  • "If I can see my daily progress visually, I might be able to stick with it"

PROBLEM: Gamers often spend long hours sitting while gaming

  • UK gamers spend on average 7.5 hours a week gaming, while adults sit around 9 hours a day on average.

  • "On average, I spend around 3 to 4 hours a day gaming"

PAINPOINT: Exercise Feels Like A Chore

  • 45% of Europeans never exercise, and the biggest blockers are time (41%) and motivation/interest (25%).

  • "I want to be more active, but I don't feel motivated to exercise"

OPPORTUNITY: Gamers Are Interested In Gamified Fitness

  • A study of Pokémon GO users found that users had 1,200 extra steps/day after starting (peer-reviewed study).

  • "If I can see my daily progress visually, I might be able to stick with it"

TARGET USER

Who I designed for

  • Primary Users: Gamers who want to be more active, but struggle to stay consistent.

  • Secondary Users: People who find fitness intimidating and need a guided, rewarding structure.

Meet Adam, a 21 year old computer science student who loves gaming, but is starting to feel the health impact of long sessions. He wants healthier habits, but struggles to stay consistent without giving up what he enjoys.

The focus became lowering the barrier to fitness by making movement feel familiar, rewarding, and easy to start within a gaming routine.

How Might We

motivate gamers to engage in physical activities to improve their long-term health?

SOLUTION

Turning fitness into a repeatable quest loop

Quest Up reframes movement as missions you can complete, track, and level up, so exercise feels like progress instead of punishment.

This is the repeatable behaviour Quest Up is designed to build: choose a quest, move, get instant feedback and rewards, then choose again. Repeating the same loop in a consistent context helps turn effort into a habit over time.

The retention layer reinforces the loop through progress visibility (stats and streaks), social motivation (leaderboards), and self expression (shop and customisation). It keeps users coming back without adding complexity to the core action.

USER TESTING

Reward chasing can create an over exercising risk

I ran guerrilla usability tests, followed by a short post test interview to understand decisions and motivation. Many issues surfaced, but one stood out: when XP, currency, and rankings drive progression, some users may push beyond safe limits to optimise rewards.

This is a safety and trust risk. If the product rewards volume without pacing, it can encourage unhealthy behaviour, especially for highly motivated users chasing ranks.

Energy Balance keeps Quest Up motivating while adding a clear pacing rule. Users can still chase progress, but the system protects them from overdoing it, which supports safer play and longer term consistency.

OUTCOME

A Winning Idea

Quest Up won the City Ventures Grand Spark start up competition, earning £3,000 and a place in a 10 week accelerator program to develop it further as a real start up.

What I learned

  • Motivation systems need guardrails: rewards can drive unhealthy behaviour if pacing is not designed in.

  • The core loop must stay simple: retention works best as a layer that reinforces the loop, not a replacement for it.

  • Testing is not just usability: behavioural edge cases and safety risks should shape the product direction early.