Enhancing exercise visitors’ behavioral engagement through gamified experiences: A spatial approach
Enhancing exercise visitors’ behavioral engagement through gamified experiences: A spatial approach
By Seongsoo Jang and Jinwon Kim
Abstract
“Digital games, commonly referred to as video games, are hugely popular around theworld. According to the Entertainment Software Association (ESA, 2021), about 211 millionAmericans of all ages play video games, which is dwarfed by the estimated 1.52 billion players in the Asia Pacific region. Such games are often well designed, highly engaging, and require theplayers to apply various competencies to succeed (e.g., problem solving skills, creativity, andrelevant content knowledge). Digital games can induce a state of flow, where players only attendto their gameplay and all else fades into the background (Csikszentmihalyi, 1990). At the turn ofthe century, the Federation of American Scientists (2006) along with other academics, like Vogeland colleagues (2006) and Gee (2003), recognized the potential of harnessing the powerfulengagement of video games to support learning. However, adding purposefully designed learningcontent, supports, and assessment into a medium known for entertainment is challenging—especially with the goal of not ruining the fun factor or disrupting flow. More than a decade ago,challenges like this prompted the development of stealth assessment (Shute, 2011), as well as thenow burgeoning field of digital game-based learning design.”
Reference
Jang, S., & Kim, J. (2022). Enhancing exercise visitors’ behavioral engagement through gamified experiences: A spatial approach. Tourism Management, 93, 104576. doi:10.1016/j.tourman.2022.104576 https://www.sciencedirect.com/science/article/pii/S0261517722000899
Keyword
Digital games, video games, flow, players, gameplay, academics, game-learning design, research