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A Reusable Multiplayer Game for Promoting Active School Transport: Development Studyoa mark
  • Laine, Teemu H. ;
  • Duong, Nhi ;
  • Lindvall, Helena ;
  • Oyelere, Solomon Sunday ;
  • Rutberg, Stina ;
  • Lindqvist, Anna Karin
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dc.contributor.authorLaine, Teemu H.-
dc.contributor.authorDuong, Nhi-
dc.contributor.authorLindvall, Helena-
dc.contributor.authorOyelere, Solomon Sunday-
dc.contributor.authorRutberg, Stina-
dc.contributor.authorLindqvist, Anna Karin-
dc.date.issued2022-01-01-
dc.identifier.issn2291-9279-
dc.identifier.urihttps://dspace.ajou.ac.kr/dev/handle/2018.oak/32590-
dc.description.abstractBackground: 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 Lulea, 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.-
dc.description.sponsorshipThis study was partly supported by Vinnova (grant 2018-04174) and by the Ministry of Science and ICT, Korea, under the Information Technology Research Center support program (IITP-2021-0-02051) supervised by the Institute for Information and Communication Technology Planning and Evaluation. The authors would like to express their gratitude to the children who participated in the formative evaluation and idea brainstorming.-
dc.language.isoeng-
dc.publisherJMIR Publications Inc.-
dc.titleA Reusable Multiplayer Game for Promoting Active School Transport: Development Study-
dc.typeArticle-
dc.citation.titleJMIR Serious Games-
dc.citation.volume10-
dc.identifier.bibliographicCitationJMIR Serious Games, Vol.10-
dc.identifier.doi10.2196/31638-
dc.identifier.scopusid2-s2.0-85126486135-
dc.identifier.urlhttps://games.jmir.org/2022/1/e31638/PDF-
dc.subject.keywordactive school transport-
dc.subject.keywordarchitecture-
dc.subject.keywordformative evaluation-
dc.subject.keywordgamification-
dc.subject.keywordmobile phone-
dc.subject.keywordphysical activity-
dc.subject.keywordweb browser-
dc.description.isoatrue-
dc.subject.subareaPhysical Therapy, Sports Therapy and Rehabilitation-
dc.subject.subareaRehabilitation-
dc.subject.subareaPsychiatry and Mental Health-
dc.subject.subareaBiomedical Engineering-
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