Document Type : Research Paper

Authors

1 Kharazmi university

2 Master of Sports Management, Shahid Beheshti University of Tehran, Tehran, Iran

3 Shahid Beheshti university

Abstract

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.

Keywords

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