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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Published in:JMIR Serious Games
Main Authors: Teemu H Laine, Nhi Duong, Helena Lindvall, Solomon Sunday Oyelere, Stina Rutberg, Anna-Karin Lindqvist
Format: Article in Journal/Newspaper
Language:English
Published: JMIR Publications 2022
Subjects:
Tac
Online Access:https://doi.org/10.2196/31638
https://doaj.org/article/858c979ff4304737892675d6f7fa4a64
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spelling 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
institution Open Polar
collection Directory of Open Access Journals: DOAJ Articles
op_collection_id ftdoajarticles
language English
topic Information technology
T58.5-58.64
Public aspects of medicine
RA1-1270
spellingShingle 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
topic_facet 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
long_lat ENVELOPE(-59.517,-59.517,-62.500,-62.500)
geographic Tac
geographic_facet Tac
genre 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
op_doi https://doi.org/10.2196/31638
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