Cardiff Metropolitan University, School of Sport and Health Sciences, Cardiff, Wales, United Kingdom.
PLoS One. 2020 Jun 26;15(6):e0232317. doi: 10.1371/journal.pone.0232317. eCollection 2020.
Previous physical activity interventions have failed to create population change and an alternative approach is needed to support a World Health Organization target of a 15% reduction in global levels of inactivity by 2030. There is growing evidence that gamification-based interventions can reach substantial portions of the community. However, to date, these studies have been predominantly quantitative and as such there is a paucity of research in the area on motivations and barriers to engagement with these programs. Four focus groups conducted with N = 26 players who participated in a gamification-based intervention 'Beat the Street' revealed several varied motives to engagement, including collective reward; social influence; game reinvention; exploration; accessibility and awareness. However, several barriers specific to the Beat the Street intervention and outdoor gamification interventions more generally were also identified. This study provides novel insight into the motives which engage individuals into physical activity interventions and the design principles which need to be considered when implementing interventions of this nature.
先前的体育活动干预措施未能实现人群变化,因此需要采取替代方法来支持世界卫生组织的目标,即在 2030 年将全球不活动水平降低 15%。越来越多的证据表明,基于游戏化的干预措施可以覆盖社区的很大一部分人群。然而,迄今为止,这些研究主要是定量的,因此,在参与这些项目的动机和障碍方面,该领域的研究相对较少。通过对 N=26 名参与基于游戏化的干预措施“Beat the Street”的参与者进行的 4 个焦点小组的研究,揭示了参与游戏的多种不同动机,包括集体奖励、社会影响、游戏创新、探索、可及性和意识。然而,也发现了一些针对“Beat the Street”干预措施和户外游戏化干预措施的特定障碍。这项研究为参与体育活动干预措施的个体的动机以及实施此类性质的干预措施时需要考虑的设计原则提供了新的见解。