Schwarz Ayla, Verkooijen Kirsten, de Vet Emely, Simons Monique
Wageningen University & Research, Wageningen, Netherlands.
Tilburg School of Humanities and Digital Sciences, University College Tilburg, Tilburg, Netherlands.
JMIR Serious Games. 2024 Aug 28;12:e52991. doi: 10.2196/52991.
In the Netherlands, neighborhood sport coaches (NSCs) play an important role as intermediaries in promoting physical activity (PA) in the neighborhood. Gamification is the use of game elements in nongame contexts; it can be implemented with or without technology and holds promise for promoting PA. NSCs infrequently make use of this option.
This study aims to understand barriers to, and facilitators of, using gamification to promote PA, as perceived by NSCs.
A total of 25 semistructured interviews were conducted with NSCs in the Netherlands. The interviews were audiotaped, transcribed, and analyzed by means of thematic analysis using ATLAS.ti (version 22; ATLAS.ti Scientific Software Development GmbH) software. The deductive coding was informed by the capability, opportunity, motivation, behavior model and the theoretical domains framework, complemented by inductive coding.
Barriers and facilitators identified as factors influencing the implementation of gamification were related to 7 themes. NSCs required technical, creative, and promotion skills; knowledge about existing gamification tools; and social support from their employer and professional network. Financial costs were identified as a barrier to the successful implementation of gamification. Lack of clarity regarding stakeholders' responsibility to implement gamification could further hamper implementation. In general, NSCs were positive about investing time in implementing gamification and expected positive effects from implementing it.
To overcome identified barriers, a clear overview of tools, best practices, and available subsidies must be created, a gamification network must be established, the responsibility of NSCs must be clarified, and guidance must be offered on the promotion of gamification.
在荷兰,社区体育教练(NSCs)作为促进社区体育活动(PA)的中介发挥着重要作用。游戏化是指在非游戏情境中使用游戏元素;它可以在有技术或无技术的情况下实施,有望促进体育活动。社区体育教练很少使用这一方法。
本研究旨在了解社区体育教练所认为的使用游戏化来促进体育活动的障碍和促进因素。
对荷兰的社区体育教练进行了25次半结构化访谈。访谈进行了录音、转录,并使用ATLAS.ti(版本22;ATLAS.ti科学软件开发有限公司)软件通过主题分析进行分析。演绎编码以能力、机会、动机、行为模型和理论领域框架为依据,并辅以归纳编码。
被确定为影响游戏化实施的因素的障碍和促进因素与7个主题相关。社区体育教练需要技术、创造力和推广技能;了解现有的游戏化工具;以及来自雇主和专业网络的社会支持。财务成本被确定为成功实施游戏化的障碍。利益相关者在实施游戏化方面的责任不明确可能会进一步阻碍实施。总体而言,社区体育教练对投入时间实施游戏化持积极态度,并期望实施游戏化能产生积极效果。
为了克服已确定的障碍,必须创建工具、最佳实践和可用补贴的清晰概述,建立游戏化网络,明确社区体育教练的责任,并提供游戏化推广方面的指导。