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A Reusable Multiplayer Game for Promoting Active School Transport: Development Study

BACKGROUND: Most 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 name...

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Autores principales: Laine, Teemu H, Duong, Nhi, Lindvall, Helena, Oyelere, Solomon Sunday, Rutberg, Stina, Lindqvist, Anna-Karin
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8961339/
https://www.ncbi.nlm.nih.gov/pubmed/35285815
http://dx.doi.org/10.2196/31638
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author Laine, Teemu H
Duong, Nhi
Lindvall, Helena
Oyelere, Solomon Sunday
Rutberg, Stina
Lindqvist, Anna-Karin
author_facet Laine, Teemu H
Duong, Nhi
Lindvall, Helena
Oyelere, Solomon Sunday
Rutberg, Stina
Lindqvist, Anna-Karin
author_sort Laine, Teemu H
collection PubMed
description BACKGROUND: Most 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. OBJECTIVE: The 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. METHODS: First, 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. RESULTS: The 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. CONCLUSIONS: The 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, we aim to continue developing the game based on the road map.
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spelling pubmed-89613392022-03-30 A Reusable Multiplayer Game for Promoting Active School Transport: Development Study Laine, Teemu H Duong, Nhi Lindvall, Helena Oyelere, Solomon Sunday Rutberg, Stina Lindqvist, Anna-Karin JMIR Serious Games Original Paper BACKGROUND: Most 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. OBJECTIVE: The 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. METHODS: First, 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. RESULTS: The 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. CONCLUSIONS: The 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, we aim to continue developing the game based on the road map. JMIR Publications 2022-03-14 /pmc/articles/PMC8961339/ /pubmed/35285815 http://dx.doi.org/10.2196/31638 Text en ©Teemu H Laine, Nhi Duong, Helena Lindvall, Solomon Sunday Oyelere, Stina Rutberg, Anna-Karin Lindqvist. Originally published in JMIR Serious Games (https://games.jmir.org), 14.03.2022. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Laine, Teemu H
Duong, Nhi
Lindvall, Helena
Oyelere, Solomon Sunday
Rutberg, Stina
Lindqvist, Anna-Karin
A Reusable Multiplayer Game for Promoting Active School Transport: Development Study
title 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_short A Reusable Multiplayer Game for Promoting Active School Transport: Development Study
title_sort reusable multiplayer game for promoting active school transport: development study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8961339/
https://www.ncbi.nlm.nih.gov/pubmed/35285815
http://dx.doi.org/10.2196/31638
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