Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/109156
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dc.contributorSchool of Design-
dc.contributorDepartment of Computing-
dc.creatorFeng, Z-
dc.creatorLau, N-
dc.creatorZhu, M-
dc.creatorLiu, M-
dc.creatorRefati, R-
dc.creatorHuang, X-
dc.creatorLee, KP-
dc.date.accessioned2024-09-19T03:13:43Z-
dc.date.available2024-09-19T03:13:43Z-
dc.identifier.urihttp://hdl.handle.net/10397/109156-
dc.language.isoenen_US
dc.publisherSpringerOpenen_US
dc.rights© The Author(s) 2023. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.en_US
dc.rightsThe following publication Feng, Z., Lau, N., Zhu, M. et al. Behavioural design of gamification elements and exploration of player types in youth basketball training. Smart Learn. Environ. 10, 56 (2023) is available at https://doi.org/10.1186/s40561-023-00278-2.en_US
dc.subjectBasketball trainingen_US
dc.subjectGamificationen_US
dc.subjectMotivational designen_US
dc.subjectPhysical educationen_US
dc.titleBehavioural design of gamification elements and exploration of player types in youth basketball trainingen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume10-
dc.identifier.doi10.1186/s40561-023-00278-2-
dcterms.abstractIn Mainland China, the sports training process of most players is highly homogenized, the convergence of which makes them ineffectively be identified with their individual and specific profile and difficult for them to play the sports according to their strengths and characteristics. Moreover, existing sports training software does not differentiate between player types to provide customized persona. Therefore, efficient and personalized methods need to be provided to guide players towards more autonomous sports training. Current research shows that gamification design in the process of sports training can transform players' unique conscious behaviors into habits, thus increasing their autonomy. However, the current gamification design in sports training is only based on uniform gamification elements and does not take into account the player's motivation and gamification experience, which is one of the main reasons for the homogenization of sports training. Therefore, this study aimed to identify factors that contribute to the design of gamification systems in the field of sports training, as well as to determine the relationship between players' gamification experiences during sport. It will help the researchers to explore in depth the possibilities of learning environments for youth basketball training with the development of gamified experiences. This design-driven study performed both offline and online questionnaire research (N = 198), which was analyzed with the method of a 7-point Likert scale as well as the assistance of SPSS, identified potential for the establishment of a framework for analysing preferences for gamification design elements in the context of basketball training for young players. Based on the results, this paper finds that there is a correlation between immersion and achievement in gamification experiences and proposes a framework for gamification system design in the field of sports training and offers insight that may enable the development of gamification designs that can motivate players.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationSmart learning environments, 2023, v. 10, 56-
dcterms.isPartOfSmart learning environments-
dcterms.issued2023-
dc.identifier.scopus2-s2.0-85175836109-
dc.identifier.eissn2196-7091-
dc.identifier.artn56-
dc.description.validate202409 bcch-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_Scopus/WOSen_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextHuman-Centred AI Design - AiDLab Funded Project under InnoHKen_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryCCen_US
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