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A Reusable Multiplayer Game for Promoting Active School Transport: Development Study
Teemu H Laine1, Nhi Duong2, Helena Lindvall3
1Department of Digital Media, Ajou University, Suwon, Republic of Korea.
JMIR Serious Games
|March 14, 2022
Summary
This study adapted the Tic-Tac-Training game to promote active school transport (AST) among children. Findings revealed children desire features like avatars and rewards, guiding future gamified physical activity interventions.
Area of Science:
- Pediatric Health
- Game Design
- Public Health Interventions
Background:
- Many children in Sweden do not meet recommended physical activity levels.
- Active school transport (AST) and gamification are strategies to increase physical activity.
- The Tic-Tac-Training game was adapted for AST in schoolchildren.
Purpose of the Study:
- Investigate the effectiveness of Tic-Tac-Training for promoting AST.
- Enhance the game for better suitability among schoolchildren.
- Develop a roadmap for future gamified AST interventions based on children's input.
Main Methods:
- Developed Tic-Tac-Training using the Scrum agile method.
- Conducted a questionnaire-based formative evaluation with 16 schoolchildren (aged 11-12).
- Held focus group interviews with 33 children (aged 12-13) to gather gamification ideas, mapped to the Octalysis framework.
Main Results:
- Initial evaluation identified a need for more engaging features, continuous support, and less competitive elements.
- Implemented new features including rewards, collectibles, and levels.
- Focus groups suggested incorporating avatars, in-game currency, trading, and context-sensitive tasks.
Conclusions:
- The study provides insights into developing reusable, gamified AST interventions.
- Identified specific gamification elements preferred by schoolchildren in northern Sweden.
- Results are valuable for game researchers and educators interested in gamification for school-based physical activity.
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