Title Serious Sports
Project Number LLP/LdV/TOI/2011/IRL - 508
Product Survey of existing COTS entertainment titles
Title Survey of existing COTS entertainment titles
Product Type others
Marketing Text A survey of existing commercial off the shelf (COTS) entertainment titles with regard to their potential for sports training and for teaching specific sports competencies.
This result is a survey of existing commercial entertainment digital games with regard to information relevant to the project, including basic technical information, genre-specific information, sports competencies contained in the game and pedagogical aspects.
This result was developed collaboratively between all partners. FHJ developed, in collaboration with DEIS, a template which all partners would use to review games with a view to identifying relevant sports competencies, technical information, potential use in or outside of the classroom, etc.
Overall, 33 digital games from the genres of sports simulation, sports management, sports arcade and exercise games were reviewed with regard to their potential for sports training. In addition to the reviewing of these games, the results were analysed and conclusions and recommendations were developed according to their pedagogical aspects and potential use inside or outside the classroom.
Target group Representatives of final user categories, final users, vocational and training centres, coaches, tutors, policy makers, research institutions.
Result These reviews contributes to the project objectives by identifying some new means of bridging the gap between digital games and sports training, in particular, the use of games to benefit sports for both trainers and players.
Area of application
For project partners, the reviews are a useful tool for identifying the characteristics of sports games, sports game mechanics, sports game genres and the use of these in and outside of the classroom. The reviews also provide a current “state-of-the-art” with regard to digital sports games in the games industry”.
For stakeholders such as trainers/ educators, coaches, or GBL experts, the reviews provide examples of which games are available for pedagogical purposes and how and for what purposes these can be used.
Product Languages English