Paper Number
1113
Paper Type
Complete Research Paper
Abstract
Globally, we see an increasing disinterest among youth in participating in team sports due to a lack of enjoyment. Designing gamified information systems for team sports may counteract this development by increasing athletes’ motivation and enjoyment. While there has been extensive research on gamified applications for individual sports, the gamification of team sports remains largely unexplored. Therefore, we draw on design science research and explore the problem space by interviewing relevant soccer stakeholders (amateur players, coaches and sports psychologists). We complement these findings with a survey to assess their gamification preferences. Based on the gathered data, we systematically map the problem space and provide recommendations for designers. This research contributes to the lack of knowledge on gamifying team sports and provides valuable insights for practitioners by facilitating the creation of effective solutions. Furthermore, it lays a foundation for future research in the evolving landscape of design knowledge in this area.
Recommended Citation
Birnstiel, Sandra; Steinkamp, Lukas; Dümler, Burkhard; and Morschheuser, Benedikt, "Designing Gamification for Team Sports: Mapping of the Problem Space and Design Recommendations" (2024). ECIS 2024 Proceedings. 1.
https://aisel.aisnet.org/ecis2024/track14_esports/track14_esports/1
Designing Gamification for Team Sports: Mapping of the Problem Space and Design Recommendations
Globally, we see an increasing disinterest among youth in participating in team sports due to a lack of enjoyment. Designing gamified information systems for team sports may counteract this development by increasing athletes’ motivation and enjoyment. While there has been extensive research on gamified applications for individual sports, the gamification of team sports remains largely unexplored. Therefore, we draw on design science research and explore the problem space by interviewing relevant soccer stakeholders (amateur players, coaches and sports psychologists). We complement these findings with a survey to assess their gamification preferences. Based on the gathered data, we systematically map the problem space and provide recommendations for designers. This research contributes to the lack of knowledge on gamifying team sports and provides valuable insights for practitioners by facilitating the creation of effective solutions. Furthermore, it lays a foundation for future research in the evolving landscape of design knowledge in this area.
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