Login / Signup

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

Teemu H LaineNhi DuongHelena LindvallSolomon Sunday OyelereStina RutbergAnna-Karin Lindqvist
Published in: JMIR serious games (2022)
The 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.
Keyphrases
  • physical activity
  • virtual reality
  • mental health
  • high school