نوع مقاله : مقاله پژوهشی
نویسندگان
1 دانشیار مدیریت ورزشی دانشگاه خوارزمی
2 کارشناس ارشد مدیریت ورزشی، دانشگاه شهید بهشتی تهران، تهران، ایران
3 دانشگاه شهید بهشتی
چکیده
هدف از این پژوهش توسعه و همگامسازی اپلیکیشنهای ورزشی در دوران شیوع بیماریهای همهگیر از طریق گیمیفیکیشن میباشد. روش تحقیق از نوع آمیخته اکتشافی کیفی و کمی است جامعه آماری تحقیق شامل خبرگانی بودند که تخصص لازم و کافی را در دو حوزه گیمیفیکیشن و ورزش داشتند و همچنین مشاوران و طراحان اپلیکیشنها که به صورت عملی و کاربردی در این حوزه کار کردهاند. جهت نمونهگیری برای انجام مصاحبههای نیمه ساختاریافته از روش نمونهگیری هدفمند و تکنیک نمونهگیری گلولهبرفی استفاده شد که تعداد آنها 11 نفر بودند. در این تحقیق برای جمع آوری دادهها از دو روش مطالعه اسنادی و روش دلفی استفاده شد. برای ارائه دادهها پس از مطالعه و بررسی مبانی نظری، دادهها بصورت استقرایی از مصاحبههای نیمه ساختاریافته با شرکتکنندگان به دست آمد که جمعا 9 سرویس و 18 قابلیت شناسایی شد. با توجه به روش کیفی تحقیق، دادههای حاصل از مصاحبهها و بررسی اسناد معتبر، با روش تحلیل مضمون مورد تجزیهوتحلیل قرار گرفت. و برای بررسی دادههای کمی و اولویت بندی دادهها از آزمون رتبهای فریدمن استفاده شد. با توجه به نتایج میتوان گفت ایجاد کردن فضایی اجتماعی، سفارشیسازی وایجاد چالشها برای کاربران همچنین تشکیل گروههای مختلف توسط خود کاربران به ایجاد شدن انگیزه در آنها از طریق گیمیفیکیشن و توسعه اپلیکیشنها در این راستا با استفاده از مولفههای ذکر شده بسیار موثر بوده و به طور کلی قابلیتهای تیمها، همکاری، سفارشیسازی، چالشها و روابط اجتماعی از اهمیت بالایی برخوردار بودند.
کلیدواژهها
عنوان مقاله [English]
Development and syncing of sport-related applications during the Covid-19 pandemic using Gamification.
نویسندگان [English]
- Najaf Aghaei 1
- reza naalbandnejad 2
- mohammad reza boroumand 3
1 Kharazmi university
2 Master of Sports Management, Shahid Beheshti University of Tehran, Tehran, Iran
3 Shahid Beheshti university
چکیده [English]
The aim of the current research is developing and syncing sport-related applications during pandemics, using gamification. The approach of this study focuses on quantitative and qualitative exploratory mix. The data have been collected from experts in both gamification and sports fields. Also, they had sufficient experience in practical advising for sport-related applications development. To sampling for semi-structured interviews, Targeted sampling method with the snowball technique have been used. Besides the documentary study and Delphi method approaches have been applied for data collection. For data presenting, first theoretical studies were analyzed, then data was gathered from semi-structured interviews. During this process, 9 services and 18 options capabilities were detected. Considering the qualitative nature of this study, the data from interviews and valid documents were studied using the content analysis approach. To analyze and prioritize the quantitative data, the Friedman rank test was used. According to results, creating a social atmosphere, Customization, providing challenges for users, and creating groups by users’ leads to a strong motivation for developing the applications with mentioned factors by gamification. Generally, team abilities, cooperation, Customization, challenges social relations are the most important factors in this process.
کلیدواژهها [English]
- sport-related applications
- Covid-19 pandemic
- Gasification
- development
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