Title Serious Sports
Project Number LLP/LdV/TOI/2011/IRL - 508
Product Serious Sports Catalogue of Digital Sports Games
Title Serious Sports Catalogue of Digital Sports Games
Product Type others
Marketing Text This result is a catalogue containing the information developed as part of existing project results - specifically the information pertaining to digital sports games and their respective genres and competencies, the use of peripheral devices/ game control devices and middleware/ game engines. The catalogue also provides in-depth analysis of these results as well as an introduction from a leading GBL academic.
As part of the project pertaining to the research, enhancement and promotion of the use of game based learning in sport, data was collected and analysed - specifically, data related to commercial digital sports games, the competencies contained therein, the potential use for these games in teaching, the use of peripheral devices and game controls, the middleware and development suites used for game development, etc.
All of this information has been gathered and analysed and the results developed into the Serious Sport Catalogue of Digital Sports Games aimed at providing an overview, or “state of the art” of digital sports and fitness games, existing “serious” sports games, the technology currently in use for digital sports games, including game engine/ middleware and game peripheral devices/ alternative controllers, and also the competencies present in sports/ fitness games and how these competencies may be learned through Game Based Learning (GBL) and applied inside or outside of the classroom with a view towards sports science & physical education pedagogy.
Target group Representatives of final user categories, final users, teachers - primary and secondary, vocational and training centres, coaches, tutors, policy makers, research institutions
This result is a catalogue detailing the information and analysis gathered from the reviewing of digital sports games, middleware and peripheral devices. All information gathered has been collated and the results analysed and recommendations made with regard to the potential for learning both inside and outside the classroom.
In addition, the catalogue features an introduction from Patrick Felicia, Editor-In-Chief of the International Journal of Game-Based Learning (IJGBL), providing additional distinction to the catalogue through his contribution and further value to the target market through his analysis.
The catalogue is currently available online on the project website (http://serious-sports.org/content/serious-sports-catalogue-digital-sports-games) along with the separate reviews of games, middleware and peripheral devices and will be available in print format also.
Area of application
For stakeholders such as trainers/ educators, coaches, or GBL experts, the catalogue is a resource for providing information related to digital sport games and the acquisition and transfer of competencies through sports and fitness games. Specifically, the catalogue outlines the games reviewed, the genres which digital sports games may be classified under, the competencies which the genres and individual games address, potential uses inside and outside of the classroom, the peripheral devices used and their potential for education, etc.
For project partners, the catalogue is a means of dissemination of project results and a tool for demonstrating the results of partner's efforts in researching, enhancing and promoting the use of game based learning in the area of sport.
Product Languages English