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

Author:

Laine Teemu HORCID,Duong NhiORCID,Lindvall HelenaORCID,Oyelere Solomon SundayORCID,Rutberg StinaORCID,Lindqvist Anna-KarinORCID

Abstract

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.

Publisher

JMIR Publications Inc.

Subject

Psychiatry and Mental health,Computer Science Applications,Rehabilitation,Biomedical Engineering,Physical Therapy, Sports Therapy and Rehabilitation

Reference64 articles.

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3. Benefits of shift from car to active transport

4. Australian 24-hour movement guidelines for children (5 to 12 years) and young people (13 to 17 years): an integration of physical activity, sedentary behaviour, and sleepDepartment of Health, Australian Government20192022-03-08https://tinyurl.com/2p99z9sr

5. Global trends in insufficient physical activity among adolescents: a pooled analysis of 298 population-based surveys with 1·6 million participants

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