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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Sigrid-Secrets Geocaching Trail: Influencing Well-Being Through a Gamified Art Experience</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Katriina Heljakka University of Turku Finland</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Pirita Ihamäki Satakunta University of Applied Sciences</institution>
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>9</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>Location-based game experiences such as geocaching in combination with art represent a new way of delivering socially sharable, playful and engaging experiences within urban spaces, which may contribute to mental, physical and social well-being. This study investigates the well-being effects gained by geocachers who have experienced the Sigrid-Secrets Art Experience - a geocaching trail enhanced with visual artworks based in the cityscape of Pori, Finland. The primary goal of our study is to gather information on how the users of the Sigrid-Secrets geocaching trail evaluate the gamified art experience and its potential effects on their own mental, physical and social well-being. Secondly, our aim is to investigate how these effects correlate with the general well-being effects associated with geocaching, experienced and reported by the members of the Finnish geocaching community, who participated in our survey.</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>Physical well-being</kwd>
        <kwd>Mental well-being</kwd>
        <kwd>Social well-being</kwd>
        <kwd>Geocaching</kwd>
        <kwd>Art experience</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>In the study at hand, we explore the effects of gamification on mental, physical and social well-being in
an experience delivered through an urban geocaching trail enriched with visual artworks. Our study is
interested in user experiences related to the various dimensions of well-being by mapping out ways of
users’ participation and the sharing of their own experiences. We aim to form an understanding how
the inclusion of the logic of gamification effects on the experiencing of and participation in the art
exhibit and in this way, influence the overall experience of well-being.</p>
      <p>Our research question is twofold: We ask first how the art experience delivered and gamified through
the framework of geocaching may contribute to mental and physical well-being. Further, we ask how
the exploration of the geocaching trail, enriched with artworks, enhances social well-being. We target
the questions by a triangulation of data collected from three sources of geocachers; through the
comments made on the Geocaching.com Sigrid-Secrets website player feedback, semi-structured
interviews with the test users of the trail and a survey focusing on the general well-being effects of
geocaching collected from the geocacher community in Finland and Geocaching.com blog. By asking
the users about their experiences regarding the Sigrid-Secrets trail and investigating geocachers’
general understandings of the well-being effects of the activity of geocaching, our aim is to find out the
potentiality of a gamified art experience to provide health benefits.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Geocaching as a Gaming Platform</title>
      <p>Modern play develops alongside the introduction of new technologies: As Hjort writes,”mobile
technology to create gameplay within urban and online spaces – is becoming a viable area of education
and experimentation” (Hjort 2011). Geocaching, which we in this paper consider a gaming platform, is
a form of digital treasure hunting, where players utilize GPS devices or geocaching applications on
smartphones when searching for geocaches in different environments. Currently, geocaching is
practiced in 185 countries and there are over 10 million registered users on the Geocaching.com service
online. Geocaching is a game, which can encourage its users to mobilize themselves through the use of
GPS location devices in the context of these contemporary ‘treasure hunts’. In geocaching, one gets the
hints of the geocaches by coordinates, stories and even poetical texts. The geocache may be some kind
of a box that contains a logbook in where a player needs to write his/her nickname and date when they
have found the geocache. Players get points when they find a new geocache. Geocaching creates
positive experiences for users who discover new geocaches, as they first get physical exercise and
positive energy and second, acquire points on the geocaching game. There are geocachers who already
have achieved 30 000 points in the game, which means that they have visited over 30 000 different
geocaches.</p>
      <sec id="sec-2-1">
        <title>2.1 Gamification of Art Experiences</title>
        <p>
          Games represent a perceivable part of the digital media industry and considering them as an art form is
one way of investigating them. Through games, we may explore human interaction with the
environment and others. Furthermore, games offer a possibility to investigate social reality through the
technologies employed (Eskelinen 2005, 18). During the past few years, it has become more prominent
to ‘gamify’ art experiences by integrating game-type mechanics into them, for example in terms of
interacting with art collections or urban installations
          <xref ref-type="bibr" rid="ref1 ref13 ref14">(See e.g. Ruis, 2015-2016, Romualdo, 2013)</xref>
          . In
this way, then, it is viable to consider the merging of two art forms – games and physical,
threedimensional art works installed both indoors and outdoors – an emerging hybrid form of interactive
media that offers ludic experiences, often physically displayed in urban surroundings but linking with
digital (and social) communication platforms.
        </p>
        <p>
          Brett Terill was one of the first to use the term gamification in his blog writing (Terill, 2008).
According to Terill, gamification means the use of game mechanics in web applications in order to
commit their users. As the use of the term spread during 2010 it came to mean the employment of the
structures and elements of games in other contexts
          <xref ref-type="bibr" rid="ref3 ref4">(Deterding et al 2011)</xref>
          . Zichermann (2011) notes
that gamification means the importing of experiences, elements and mechanics familiar from games
into other environments. Gamification can be used in a variety of contexts, such as in the development
of art experiences and the inclusion of user experiences, for example by activating the users to share
their own experiences with each other. Gamification is used because it can attract and encourage users
to participate. For example, according to Huotari and Hamari (2011), gamification may be considered a
process in which game-style experiences are used to deliver added value to the users. Gamification as
part of an art exhibition invites and motivates the users to interact with the artworks and participate in
activities familiar from game mechanics as the playful elements known from games bring added value
to the users. Scrutinizing the implications of the gamification of art experiences offers an interesting
starting point to the investigation of possible added value of the converging artistic media forms.
Through gamification, many benefits, such as the commitment of users to participate in various
activities and sharing of experiences that have potential well-being effects on the users may be reached.
In the study at hand, we explore the effects of the convergence of two art forms (an established and
popular urban gaming platform and a series of visual art works) and the health benefits of gamifying an
art exhibition. In the study, we present Sigrid-Secrets, an art experience based on visual artworks,
which is gamified trough using the ludic framework and gaming ‘platform’ of geocaching. We believe
that the gamification of the presented art experience plays a significant role in activating and
motivating its users to physical engagement and social interaction, which again both contribute to
individual and social well-being.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 Sigrid-Secrets: an Art Experience Gamified Through Geocaching</title>
        <p>
          The Sigrid-Secrets art experience based on a geocaching trail is a part of the national Vihervuosi 2016
thematic event in Finland. It was launched as a part of the Hidden Art (‘Kätketty taide’) exhibition in
May 2016. The geocaching trail including physical artworks stands as a permanent exhibit after the
ending of the event. The hybrid and social art experience holds six artworks placed in the city center of
Pori. The Sigrid-Secrets art experience includes a fictive story presented on the trail’s own website.
The ‘treasure hunt’ conducted together with the character of Sigrid presented in the photographic
works, includes playful elements, e.g. mini games, such as riddles and trivia questions. In this way, the
Sigrid-Secrets experience represents a convergence between playful and gameful experiences and
contemporary art – a gamified art exhibition that involves interaction with the artworks themselves,
urban space and digital technologies.
”In a convergent communication environment, audiences have participated further and have taken
advantage of the opportunities opened up by new media technologies. Thus, convergence, interactivity
and user-generated content become relevant,” Arango-Forero et al. note (2016). Consequently,
convergence may be interpreted both as a technological issue and a social phenomenon. In terms of
technology, “convergence suggests a digital revolution that eases the share of media” (Manovich
2006). As a social phenomenon, “convergence also reflects a change in the way audiences interact,
participate and respond, across multiple digital platforms, to both media and personal content flow”
          <xref ref-type="bibr" rid="ref1">(Jenkins, Ford &amp; Green 2010 c.f. in Arango-Forero et al. 2016)</xref>
          .
        </p>
        <p>The Sigrid-Secrets geocaching trail is letterbox hybrid cache type of urban experience. Letterboxing
predates geocaching by more than 100 years and involves a combination of poetic texts, map, and clues
to search for containers. Letterbox coordinates are posted online, but are also shared through a network
of written notes and via word-of-mouth. Letterbox hybrids are a twenty-first century variation in which
the containers function as both a letterbox and conventional geocache (Gillin and Gillin 2010, 33).
In the Sigrid-Secrets letterbox hybrid cache posted on Geocaching.com website the cache has a story,
which is the same time a clue to find the artworks and finally the cache itself. In the Sigrid-Secrets trail
visual art works are placed along a geocaching trail. The trail is located in the urban cityscape of Pori
parks in Finland and features photographic art works depicting the character of Sigrid (a contemporary
doll). The art works are attached to existing structures in the park (such as benches) with bolts.
Following the tradition of geocaching, one must try to find the artworks in unusual, ‘hidden’ places.
Alongside the artworks placed on the trail, Sigrid-Secrets also features a final object to be found, the
actual cache. What presents an additional dimension to the overall experience is the fact that besides
the artworks connected to Sigrid-Secrets trail, the parks also hold more traditional landmarks, such as
statues and installations. As a possible positive outcome then, the users of the Sigrid-Secrets trail may
by participating in the gamified art experience, also discover new aspects of the parks they have not
paid attention to when passing by outside of the gaming situation. As one geocacher describes on the
Geocaching.com Official Sigrid-Secrets website ”The secrets have been glanced and the well-hidden
cache found. Various works of art on the way there were. Thanks for the cache!” (Geocacher Arto
Aulis 27.7.2016). So far, we have not been able to find any other geocaching experience, which would
have a similar execution. For example, photographic artworks have not been used in geocaching trails
prior to our project. At this time, the static photographs feature playful visual elements, which may be
interacted with by searching for clues in the pictures. Using an app on the mobile phone (a work in
progress feature), which helps the user to locate the artworks on the trail through coordinates, will also
open up new dimensions to the narrative of the Sigrid-Secrets experience. In the future, the physical
artworks may function as portals to digital game worlds, which enable further possibilities to enrich the
geocaching experience through AGEs, i.e. Augmented Game Experiences.</p>
        <p>Figures 1, 2 and 3. Exhibition poster for Sigrid-Secrets as a part of the Kätketty taide (‘Hidden Art’)
exhibition and Vihervuosi 2016 event; Map depicting locations of the artworks in the parks of Pori;</p>
        <p>
          An example of how the artworks are displayed on existing structures such as park benches.
          <xref ref-type="bibr" rid="ref10">McCarthy et al. (2014)</xref>
          divide users of gamified services into observers, spectators, apprentices and
performers. In our study, we position the players of Sigrid-Secrets as performers: Performers point to
users who actively participate in the experience. Until this day, some 158 geocachers have found and
participated in the Sigrid-Secrets geocaching trail. The users have written about their experiences on
the Geocaching.com Official website and shared their experiences for instance through formulating
their comments as rhymes. The trail including art works enables the sharing of experiences and stories
and even inspire viewers to creative writing: ”Through the many parks, into a resin-dripping tree I
delved! Thank you for letterboxing!” (ehiki, 15.7.2016). (The original Finnish phrase reads like a
rhyme.”Läpi monen puiston, pihkaisen puun suojiin tein loppuluiston! Kiitos letteristä!” (Pseudonym
ehiki, 15.7.2016)). The physical art works have been considered as a part of the ‘secrets’ on the
geocaching trail: “We toured around six art works and finally came here. Nice places to see and the
presentation of the final cache simply clever. Thank you for letterboxing!” (Jippihiiri 14.8.2016)
        </p>
        <p>As a case of the converging of two artistic media - visual art works and the gaming platform of
geocaching including elements familiar from other games - Sigrid-Secrets represents both a new type
of art and geocaching experience. In this experience convergence of media forms, user interaction and
the content users create and share, all present fruitful points of departure for research in terms of the
examination of well-being effects.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Well-Being and Gamification</title>
      <p>
        According to
        <xref ref-type="bibr" rid="ref5">Diener et al. (2010)</xref>
        , the desire of well-being reveals two major traditions in philosophy.
The first of these traditions is hedonism, which postulates the goal in life as maximization of the
positive and the minimization of the negative atmosphere. The focus on hedonistic moments leads to
the assessment of experienced moments and life elements on a good/bad affect scale
        <xref ref-type="bibr" rid="ref5">(Diener et al.
2010)</xref>
        . The other major tradition is eudemonism, or pursuing the goals which make one the truest to
oneself. Eudemonism means that one emphasizes personal growth and personal effort in order to
flourish.
        <xref ref-type="bibr" rid="ref15">(Ryan et al. 2001)</xref>
        Viewing well-being as a multidimensional concept, which includes both
hedonic as well as eudemonic facets, is presented by Huppert and So as “a combination of feeling good
and functioning effectively” (Huppert, So 2013). WHO gives the following definition for well-being on
its website: “the positive dimension of mental health is stressed in WHO's definition of health as
contained in its constitution: Health is a state of complete physical, mental and social well-being and
not merely the absence of disease or infirmity." Hence, well-being must be considered to have many
dimensions.
      </p>
      <p>
        Gamification offers several advantages for motivating behavior change for health and well-being.
        <xref ref-type="bibr" rid="ref9">Johnson et al. (2016)</xref>
        have identified seven potential advantages of gamification from existing research
and conducted a systematic literature review of empirical studies of gamification and well-being. They
found that current state of evidence supports that gamification can have a positive impact in well-being
and health, particularly for health behaviors. As described, geocaching represents a contemporary form
of locative playing and a game of sorts. The idea of using games to promote ”serious” purposes came
up in physical activity (well-being) for young people. Motivating pupils to be active in playing outdoor
games and having physical activities has always been a key issue. The geocaching for exercise and
activity research (GEAR) launched in January of 2013 with 1 000 geocachers volunteering to be part of
the first major research of geocaching and its effect on health. Each of the participants were given
devices to track their movement and a logbook to record their level of geocaching intensity. The first
results showed the effects of regular geocaching. The research reported that people who have
participated in geocaching once a week or more are more likely to meet national guidelines for physical
activity and are morel like to the good or very good health status compared to those who geocache less
frequently. (Geocaching Blog, 21.11.2013) In the geocaching community, well-being is a clear
indicator that calls a community to action. For instance, every time a player creates a new geocache
there is someone to evaluate that geocache before it is published. In this way, users are continuously
motivated to voluntarily contribute to social well-being. To summarize, the reason why gamification is
relevant to well-being from the viewpoint of geocaching, and other digital health and well-being
interventions, may be considered from the following viewpoints based on categorization made by
Johnson et al. 2016 and further developed by the authors:
1) Intrinsic motivation of geocaching.
        <xref ref-type="bibr" rid="ref12">Robinson and Hardcastle (2016)</xref>
        describe two main
motives for geocaching: social activity and challenge and discovery of new places. O’Hara
(2008) suggests that for many geocachers, the online community provides a social context that
encourages ongoing participation through log responses to caches and friendly rivalry. It is
common for geocachers to set their own targets for numbers of caches to find, to attempt to
find a large number of caches in one day, or to be the first to find a new cache
        <xref ref-type="bibr" rid="ref11">(O’Hara 2008)</xref>
        .
Adding a competition element to geocaching has motivated engagement for extrinsic reason
initially, longer-term behaviour change is likely to require autonomous motives (Ryan &amp; Deci
2000). Geocaching may provide autonomy to the intrinsic challenge of geocaching, whereby
individuals willingly choose to take part in the treasure hunt and the discovery of new
geocaches.
2) Broad accessibility through mobile technology – geocaching apps. Mobile technology is a
necessary part of geocaching. Geocaching® By Groundspeak Inc. treasure hunting is the
official app for geocaching. The Geocaching app ‘walks you through the adventure of hiding
your first few geocaches.’ There are tips, hints and instructions for geocaching as well as
using the app. (Geocaching® on the App Store). There are now more than 18 different
languages for the app. Further, computers are a natural extension for technological devices
that are used to take a player to a geocaching journey to other places, a mental landscape
(Ihamäki 2015b). Geocaching is a very technology-orientated activity and there are different
possibilities for interactive communication for example through the geocaches own website,
through which the user who has created the geocache, gets instant feedback from other players
for his/her geocache.
3) Broad applicability – geocaching possibilities. Geocaching’s applicability to be used as an
educational tool (Ihamäki 2007, 2014, 2015a). Geocaching enables players to develop the
game itself continuously by the use of players’ creativity. Co-creation adds a new dynamic to
the player relationship by engaging players directly in the production or distribution of value
        <xref ref-type="bibr" rid="ref8">(Kambil et al. 1999)</xref>
        . High-quality interaction that enables the individual user to co-create
unique experiences with the geocaching community are the key to unlocking new sources of
competitive advantage in all variations of user involvement. The geocaching community
influences the nature of the shared experience and it depends on how each player chooses to
co-create his or her own unique experiences (Ihamäki 2016).
      </p>
      <sec id="sec-3-1">
        <title>4) Cost – benefits efficient – Geocaching is a free game. One may download the geocaching</title>
        <p>app for free. There is also the possibility to acquire a Premium Membership and
Geocaching.com gives a 30 days’ trial premium membership to free of charge. A
Groundspeak Premium Membership provides additional tools and support to enhance the
geocaching experience. The tools allow the user to track his/her geocaching trips.
(Geocaching.com)</p>
      </sec>
      <sec id="sec-3-2">
        <title>5) Everyday life fit – Geocaching has become a positive habit for the players. Groundspeak</title>
        <p>Inc.’s mission is to inspire outdoor play using location-based technology. They recommend
location-based tools to users that inspire real-world discovery and global play. Geocachers
spend time on forums and interact socially with the other players. Exploring, puzzle solving,
planning and making caches and running to find them can be done in the real world. The
whole world thus constitutes a gaming area, which means that players are sometimes
required to travel long distances (Ihamäki and Tuomi 2009).</p>
      </sec>
      <sec id="sec-3-3">
        <title>6) Supporting well-being – Geocaching provides mental, social and physical well-being.</title>
        <p>Geocaching supports overall well-being. In the data collected for this study, many participants
expressed a need for outdoor activities carried out in nature. In the survey focusing on the
general well-being effects of geocaching, one geocacher described to have ”physical and
mental well-being experiences e.g. through long trail hikes and, mental, multi-sensory
wellbeing experiences in nature”. Some geocachers, who participated in the same survey,
described mental well-being in the following way: “Finding a cache contributes to mental
well-being in general. It is like finding a treasure. This feeling takes one back to childhood
and to a ‘time more simple, before the worries of adulthood’. Moreover, the presence of
fellow geocachers and the way we have found a new dimension in our common humour
brings such a feeling of well-being that we will be hooked for as long as possible in this
[activity].” Social well-being results e.g. from geocaching with friends, co-workers and family
and participating in geocaching events. One participant discussed the social aspect of
geocaching by saying that “We have gotten to know other geocachers at meet-ups, at caches
and on social media. Sometimes we travel for geocaching to island-destinations or abroad.”
Besides mental and social well-being, geocaching offers physical well-being experiences: “I
have searched for caches by hiking long distances, by skiing, paddling and cycling. The
caches that require climbing always offer a nice challenge.”</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Data and Method</title>
      <p>
        Here we present a case study of Sigrid-Secrets, an art experience gamified through the geocaching trail.
The case study may be viewed as a story: Producing a good story
        <xref ref-type="bibr" rid="ref6">(Dyer and Wilkins 1991)</xref>
        has often
been considered the goal of a classic case study. However, producing a good story itself creates theory.
This thought is based on the conception that one of the qualities of human activity is to look for
relations, to bring pieces together to construct wholes, and in this way gain understanding about the
world (Bruner 1991). Therefore, a classic descriptive case study is not solely narrating the case or
general descriptive writing that has no connections to theoretical reasoning. This kind of case study is
known as an illustrative case study. This kind of descriptive case study can also be useful in yielding
information on the shape and nature of existing uses (Ryan et al. 2000).
      </p>
      <p>Our illustrative case study depicts geocaching as a way of experiencing a gamified art exhibition and
aspires to understand geocaches situated along the Sigrid-Secrets trail in Pori, Finland. Materials used
for this paper are the scientific articles and literature of the subject matter, test group interviews,
geocachers feedback on the Geocaching.com website and a survey. Our primary data is based on
Sigrid-Secrets geocache website players’ feedback for the geocache itself. The study employs data
from Sigrid-Secrets website on Geocaching.com, as every cache has its own website on which users
need to write feedback of the cache. The Sigrid-Secrets website under the Geocaching.com website
currently holds 158 feedback comments on the Sigrid-Secrets, which we have analyzed. Altogether, we
have analyzed data with three different areas of inquiry in mind, which are exploring 1) the overall
geocaching experience including the reception of the arts, 2) geocaching through the perspective of
mental and physical well-being and 3) geocaching through the perspective social well-being.
Secondary data has been collected through a survey with 274 participants (“Geocaching and
Wellbeing” Survey) interested in the general well-being effects of geocaching. The survey participants are
80.4% female and 19.6% male. The participants age groups separate in the following way: 41-50 years
(29.8%) 31-40 years (26.8%), 51-60 year (25%), 21-30 years (8.8%), 61-70 years (6.6%), 10-20 years
old (2.6%) and more than 70 years (0.4%).</p>
      <p>Meanings in connection with the areas of study as described above were searched for in the geocachers
feedback material. When using direct interpretation, the researcher analyses the material without
coding it. This form of analysis is more intuitive and usually requires understanding the subject as a
whole, an intimate knowledge of the subject matter, and experience as a researcher. The idea is that the
researcher analyses and writes results in the form of a story, without specific classification. This way,
writing is an activity that produces information and gains more weight, and the narrative method of
producing knowledge is accentuated (Eriksson and Koistinen, 2005). Accordingly, in this study the
descriptions of geocaching feedback are highlighted as stories created by different geocachers.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Results and Discussion</title>
      <sec id="sec-5-1">
        <title>5.1 Sigrid-Secrets as a Potential Provider of Mental Well-Being</title>
        <p>Gillin and Gillin (2010) present that geocachers add up to their mental well-being when participating in
this activity. For example, in their study, one gamer explained, “I find geocaching to be very good for
my mental health. It allows me to gather my thoughts, relieve stress, get exercise and learn about new
places and things that I would never think of or even consider going to without geocaching!” (ibid.)
Individually experienced, mental well-being has also been described in our study through positive
commentary. At many times, the participants consider outdoor exercise, the elements of the townscape
and weather conditions that make the geocaching experience enjoyable as the important factors of
overall experience: “Thanks for the cache, the cache I visited was located in the urban, public space of
Pori, which had sunny weather and is a nice town!” (Joni &amp; Ritva 3.8.2016). ”Spending time outdoors
whatever the weather has increased [through geocaching]. The common family activity has increased
the social cohesion. The physical condition has improved significantly. The mental well-being has
improved.” (Geocaching and Well-Being Survey). Moreover, the Sigrid-Secrets geocache trail has
contributed to the mental well-being of geocachers, for example, by providing a new perspective on
public artworks separate from the art works included in the actual trail. One player describes her
experiences “Pori indeed has interesting works of art, I looked at them all day in the parks and in front
of public buildings. I reached the final cache at nightfall. The final cache on the outskirts was very dark
and I wondered already if I would be able to find this before next morning and the departure of the
train, but I found it well” (annema6, 13.1.2017). Further, mental well-being could also be seen as a
result of learning new things in the way one geocacher described accumulating new knowledge in the
city of Pori: “My knowledge of Pori has grown quite a bit during this trip. Well done letterboxing!
Thanks for the cache and trail.” (mainarit 19.6.2016). What is considered adding to the mental
wellbeing of the geocachers in our survey interested in the general well-being effects of the activity, is the
accomplishment of solving puzzles along the geocaching trail: “Mystery caches present mental
challenges for the mind and the whole family participates in solving them” (Geocaching and
WellBeing Survey).</p>
        <p>
          Besides individual well-being, our geocaching game has generated social well-being by inviting its
players to social walking, which means that players have found an opportunity to get out and walk
together, thus experiencing both mental and physical well-being. Social walking defines the activity as
not simply a destination or a find. Instead, an integral part of the experience is the walking to arrive at
the geocache. This sense of purpose helps, according to Elder, to motivate a participant to walk and
engage in both a mental and physical activity
          <xref ref-type="bibr" rid="ref7">(Elder 2011)</xref>
          . The social aspect of geocaching is also
stressed in many player comments when referring to a game that they have played together, for
example “I was with Lasse and Maripe in Pori for geocaching together” (markkaLM 12.10.2016).
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2 Sigrid-Secrets as a Potential Provider of Physical Well-Being</title>
        <p>
          Despite the physical and mental health benefits obtained from outdoor exercise, many people do not
utilize green spaces as much as intended. Interventions that increase levels of green exercise and
reconnect families with green spaces as parks therefore have the potential to both increase physical
activity and improve mental well-being. Geocaching has given its players new activities in green areas
and reasons to use the mental activity of discovering and solving problems for finding geocaches and
physical activity to exercise and take fresh air by moving about in the park and looking for geocaches.
The results of the survey part of our study point to that the activity of geocaching has increased the
physical activity of geocachers. One geocacher who participated in our survey describes geocaching to
have brought a significant amount of physical well-being to her life: “Geocaching really has offered
physical well-being [in our lives]. We have run quite a way on the artic hill of Rovaniemi because of a
geocache and neither our spring condition, nor a hungry stomach would have been able to concerned
with such a run of 20 km. Also, we have bicycled around the lake Levi although the meaning was
original to “just explore the place a bit”. Of course, all the climbing into rocks and trees make one to go
that extra mile. Last summer, I climbed to two quite tall pine trees during the same day and when
arriving back home, both my thighs and biceps trembled quite a lot.”
The potential for geocaching to increase physical activity has been noted in previous studies.
          <xref ref-type="bibr" rid="ref2">Chavez et
al. (2009)</xref>
          found that more than 80 percent of the geocachers surveyed reported increased visits to parks
and recreation areas.
          <xref ref-type="bibr" rid="ref7">Elder (2011)</xref>
          suggests that parks are considered as an excellent area to set up
geocaches. Parks offer multiple geographical dynamics where simple as well as creative geocaches can
be hidden. In addition, parks are centrally located within cities, offering easy access and meet the ‘one
mile’ comfortable walking distance criteria. With these criteria in mind, in the Sigrid-Secrets trail, we
have placed 6 art works within a comfortable walking distance of one kilometer. The Sigrid-Secrets
geocaching trail offers some light physical exercise as one of the players have mentioned in their
commentary and in this way, contributes to well-being: ”Fine autumn air inspired to investigate this
Sigrid-Secrets geocache. The trail was done fairly quickly and the final cache was very beautiful.
Thank you for a wonderful park cache!” (tuoppi36 6.10.2016). Another geocacher saw walking the
trail as a good way of combining seeing the artworks with some late evening exercise. “I made a nice
round by looking at art. The end-point would have been easier to see during daylight hours. Thanks for
a nice cache!” (BigBadFatCat 18.10.2016).
        </p>
        <p>The results of our survey interested in general the well-being effects of geocaching a point to that the
geocachers enjoy physical challenges and consider long hikes and other exercises to contribute to their
long-term, physical well-being. As the Sigrid-Secrets art experience leans less on a straining work out
and more on the possibilities a park environment may offer in terms of sociable, ‘slow’ and ‘green’
walking and exploration with some light mental exercises and challenges involved, it becomes possible
to see this particular gamified geocaching trail to offer its users a casual game experience. This
experience includes the possibility to enjoy the urban space through playful interaction more than
through the physical challenges a geocaching trail located in natural surrounds would. Perhaps then,
exploring the Sigrid-Secrets trail could be compared with walking in an outdoor museum with the
exception that the framework of geocaching suggests that the works of art are accessed in a certain
order and that the goal of completing the trail is to find the actual cache at the end of the trail.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions</title>
      <p>Geocaching is an activity, which is enjoyed in nearly every corner of the Earth, and the Internet allows
people to share experiences with a global Geocaching community. Most people are naturally inclined
to be curious, to seek out things that are hidden, to solve puzzles and mysteries. Geocachers realize that
inclination and take action. Geocaching may give one a sense of adventure, curiosity, creativity,
gadgetry, exploration, competition, positive experiences, storytelling and socializing. According to our
study, the geocachers who have participated in our Sigrid-Secrets trail are interested both in the
surroundings the trail is located in and the hidden locations of the artworks as they increase tension
prior to finding the final cache and generate new experiences for users in a multitude of ways.
To sum up, one geocacher in our survey focusing on the general well-being effects of geocaching,
describes all dimensions of well-being which geocaching has given her, in the following way:
“Physical well-being: [Geocaching] makes one more mobile. Mental [well-being]: [Geocaching] is
doing something reasonable. Social: One meets people who are like-minded”. In a similar manner,
according to the findings of this study, the gamified art experience and geocaching trail that
SigridSecrets is, offers many possibilities to gain well-being effects. First, the trail contributes to mental
wellbeing by providing a light mental exercise - it represents a game with a goal: It presents its users with
the mental and physical challenge of the ‘treasure hunt’ of locating the artworks and finding the final
cache in the park surroundings. Second, it invites its users to take part in a walking tour around the
parks and in this way contributes to the physical well-being - it requires the participants to become
mobile within the playscape of the urban surroundings and to physically move from artwork to artwork
while proceeding towards the actual cache. Finally, the trail, as any other geocaching game, offers its
participants the possibility to take part in a social experience, which through the enjoyment of being
mentally and physically active together with friends and family offers the chance to experience
increased social well-being. Thus, it becomes possible to see how the convergence of visual art works,
physical activity and gamified experiences in reference to geocaching, enrich user experiences by
adding gamified value to both the exhibit of physical artworks along the geocaching trail, and by
activating the users to share their experiences of mental well-being and physical exercises with fellow
geocachers in social ways.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgements</title>
      <p>This study has been partially funded by the Academy of Finland and Tekes – Finnish Funding Agency
for Innovation, and is a part of the research projects Ludification and the Emergence of Playful Culture
(276012) and Hybrid Social Play (2600360411). The authors would also like to express their gratitude
to Svenska Kulturfonden i Björneborg for their generous support for setting up the first phase of the
Sigrid-Secrets Art Experiences through Geocaching trail.
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