A Reusable Multiplayer Game for Promoting Active School Transport: Development Study
BackgroundMost children and adolescents in Sweden do not meet the recommended daily physical activity levels of the World Health Organization. Active school transport (AST) and gamification are potential methods for increasing children’s daily physical activity. We previously developed a game named...
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ftdoajarticles:oai:doaj.org/article:858c979ff4304737892675d6f7fa4a64 2023-10-01T03:57:18+02:00 A Reusable Multiplayer Game for Promoting Active School Transport: Development Study Teemu H Laine Nhi Duong Helena Lindvall Solomon Sunday Oyelere Stina Rutberg Anna-Karin Lindqvist 2022-03-01T00:00:00Z https://doi.org/10.2196/31638 https://doaj.org/article/858c979ff4304737892675d6f7fa4a64 EN eng JMIR Publications https://games.jmir.org/2022/1/e31638 https://doaj.org/toc/2291-9279 2291-9279 doi:10.2196/31638 https://doaj.org/article/858c979ff4304737892675d6f7fa4a64 JMIR Serious Games, Vol 10, Iss 1, p e31638 (2022) Information technology T58.5-58.64 Public aspects of medicine RA1-1270 article 2022 ftdoajarticles https://doi.org/10.2196/31638 2023-09-03T00:53:52Z BackgroundMost children and adolescents in Sweden do not meet the recommended daily physical activity levels of the World Health Organization. Active school transport (AST) and gamification are potential methods for increasing children’s daily physical activity. We previously developed a game named Tic-Tac-Training for promoting active transport at workplaces; however, the game has not been applied to AST. ObjectiveThe objectives of this study are to investigate how Tic-Tac-Training functions to promote AST among schoolchildren in northern Sweden, improve the game to be more suitable for schoolchildren, and construct a road map for future development based on children’s ideas. MethodsFirst, we developed Tic-Tac-Training using the Scrum agile software development method. Second, we conducted a questionnaire-based formative evaluation of the game with schoolchildren (n=16; 9/16, 56% male; 6/16, 38% female; and 1/16, 6% other aged 11-12 years) in Luleå, Sweden. Third, we conducted focus group interviews with 33 children (13/33, 39% male and 20/33, 61% female aged 12-13 years) to gather ideas for gamifying AST. We mapped the interview results to the Octalysis gamification framework and established a road map for future development. ResultsThe formative evaluation revealed several issues, including a lack of interesting game features, lack of support for continuous engagement, disliked competitive features, and lack of incentives for discourse and participation. New features such as rewards, collectibles, and levels were implemented based on the results. The focus group interviews revealed additional ideas for gamifying AST, such as using avatars, in-game currency and trading, and context-sensitive tasks. ConclusionsThe results have several potential impacts on how reusable, gamified AST interventions can be developed and what kind of gamification elements schoolchildren in northern Sweden wish to see. These results can interest game researchers and teachers who wish to apply gamification in school contexts. Finally, ... Article in Journal/Newspaper Luleå Luleå Luleå Northern Sweden Directory of Open Access Journals: DOAJ Articles Tac ENVELOPE(-59.517,-59.517,-62.500,-62.500) JMIR Serious Games 10 1 e31638 |
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Directory of Open Access Journals: DOAJ Articles |
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Information technology T58.5-58.64 Public aspects of medicine RA1-1270 |
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Information technology T58.5-58.64 Public aspects of medicine RA1-1270 Teemu H Laine Nhi Duong Helena Lindvall Solomon Sunday Oyelere Stina Rutberg Anna-Karin Lindqvist A Reusable Multiplayer Game for Promoting Active School Transport: Development Study |
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Information technology T58.5-58.64 Public aspects of medicine RA1-1270 |
description |
BackgroundMost children and adolescents in Sweden do not meet the recommended daily physical activity levels of the World Health Organization. Active school transport (AST) and gamification are potential methods for increasing children’s daily physical activity. We previously developed a game named Tic-Tac-Training for promoting active transport at workplaces; however, the game has not been applied to AST. ObjectiveThe objectives of this study are to investigate how Tic-Tac-Training functions to promote AST among schoolchildren in northern Sweden, improve the game to be more suitable for schoolchildren, and construct a road map for future development based on children’s ideas. MethodsFirst, we developed Tic-Tac-Training using the Scrum agile software development method. Second, we conducted a questionnaire-based formative evaluation of the game with schoolchildren (n=16; 9/16, 56% male; 6/16, 38% female; and 1/16, 6% other aged 11-12 years) in Luleå, Sweden. Third, we conducted focus group interviews with 33 children (13/33, 39% male and 20/33, 61% female aged 12-13 years) to gather ideas for gamifying AST. We mapped the interview results to the Octalysis gamification framework and established a road map for future development. ResultsThe formative evaluation revealed several issues, including a lack of interesting game features, lack of support for continuous engagement, disliked competitive features, and lack of incentives for discourse and participation. New features such as rewards, collectibles, and levels were implemented based on the results. The focus group interviews revealed additional ideas for gamifying AST, such as using avatars, in-game currency and trading, and context-sensitive tasks. ConclusionsThe results have several potential impacts on how reusable, gamified AST interventions can be developed and what kind of gamification elements schoolchildren in northern Sweden wish to see. These results can interest game researchers and teachers who wish to apply gamification in school contexts. Finally, ... |
format |
Article in Journal/Newspaper |
author |
Teemu H Laine Nhi Duong Helena Lindvall Solomon Sunday Oyelere Stina Rutberg Anna-Karin Lindqvist |
author_facet |
Teemu H Laine Nhi Duong Helena Lindvall Solomon Sunday Oyelere Stina Rutberg Anna-Karin Lindqvist |
author_sort |
Teemu H Laine |
title |
A Reusable Multiplayer Game for Promoting Active School Transport: Development Study |
title_short |
A Reusable Multiplayer Game for Promoting Active School Transport: Development Study |
title_full |
A Reusable Multiplayer Game for Promoting Active School Transport: Development Study |
title_fullStr |
A Reusable Multiplayer Game for Promoting Active School Transport: Development Study |
title_full_unstemmed |
A Reusable Multiplayer Game for Promoting Active School Transport: Development Study |
title_sort |
reusable multiplayer game for promoting active school transport: development study |
publisher |
JMIR Publications |
publishDate |
2022 |
url |
https://doi.org/10.2196/31638 https://doaj.org/article/858c979ff4304737892675d6f7fa4a64 |
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ENVELOPE(-59.517,-59.517,-62.500,-62.500) |
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Tac |
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Tac |
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Luleå Luleå Luleå Northern Sweden |
genre_facet |
Luleå Luleå Luleå Northern Sweden |
op_source |
JMIR Serious Games, Vol 10, Iss 1, p e31638 (2022) |
op_relation |
https://games.jmir.org/2022/1/e31638 https://doaj.org/toc/2291-9279 2291-9279 doi:10.2196/31638 https://doaj.org/article/858c979ff4304737892675d6f7fa4a64 |
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https://doi.org/10.2196/31638 |
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JMIR Serious Games |
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