Evidence map›Paper›PMID 35285815›Full record

ArticleJMIR serious games2022

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

Teemu H Laine, Nhi Duong, Helena Lindvall, Solomon Sunday Oyelere, Stina Rutberg, Anna-Karin Lindqvist

Abstract read
In one paragraph

Article in JMIR serious games, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
4citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

4 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
  2. Article
  3. Review
  4. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Teemu H LaineDepartment of Digital Media, Ajou University, Suwon, Republic of Korea.ORCID https://orcid.org/0000-0001-5966-992X
Nhi DuongHaaga-Helia University of Applied Sciences, Helsinki, Finland.ORCID https://orcid.org/0000-0002-1565-087X
Helena LindvallLuleå Municipality, Luleå, Sweden.ORCID https://orcid.org/0000-0001-9281-9360
Solomon Sunday OyelereDepartment of Computer Science, Electrical and Space Engineering, Luleå University of Technology, Skellefteå, Sweden.ORCID https://orcid.org/0000-0001-9895-6796
Stina RutbergDepartment of Health, Education and Technology, Luleå University of Technology, Luleå, Sweden.ORCID https://orcid.org/0000-0001-9376-6053
Anna-Karin LindqvistDepartment of Health, Education and Technology, Luleå University of Technology, Luleå, Sweden.ORCID https://orcid.org/0000-0003-3145-7698

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundMost 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.

objectiveThe 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.

methodsFirst, 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.

resultsThe 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.

conclusionsThe 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.

Indexed as

active school transportarchitectureformative evaluationgamificationmobile phonephysical activityweb browser

Identifiers

PMID35285815
PMCPMC8961339

What OpenQuestion holds

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LicenceCC BY
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Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.