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Project

Digital innovation in cycling – Gaming as a tool for enhancing sport participation

Funded by .

Rapid development of electronics and change in lifestyle made people more used to sedentary activities followed by a decrease in physical activity of the society. Electronic simulators of traditional sport have grown in significance in the past decade, developing fully electronic or hybrid versions of games based on rules of traditional sports. In cycling, we can observe, that the most popular versions of sport simulations are hybrid ones – combining electronic game and physical activity on a bike (even though indoor and stationary). The outreach with the use of a sport video game based on the rules of cycling, and allowing for building a community of active participants, may be a strong tool to promote this form of physical activity and to further develop cycling. Sport video games have been proven to work as a tool for enhancing physical activity and increasing sport participation. In the time of COVID-19 pandemic, this issue has become even more apparent as sport facilities were forced to close. However, little is known, from the perspective of sport management and innovation management, about the process of diffusion of such an innovation in sport organizations on various levels - international, national and local. The aim of this project is to comprehend this process and identify good practices in using Zwift game to promote cycling. The intended outcome of the project is a model of successful diffusion of gaming as a tool for enhancing physical activity and increasing sport participation. Objectives The intended outcome of the project is a model of successful diffusion of gaming as a tool for enhancing physical activity and increasing sport participation in cycling. The aim of this project is to comprehend the process of using gaming as a tool to promote cycling and identify good practices in using Zwift game to promote cycling. The successful implementation of the project will allow the creation of a roadmap and guidelines in the form of handbook and Massive Open Online Course for further implementation of gaming (e-cycling) as a tool for enhancing traditional cycling in other European and non-European countries.

Activities to be implemented

  1. Study on the impact of e-cycling on sport participation in cycling
  2. Mapping of good practices of implementation of Zwift as a tool for enhancing sport participation in cycling
  3. Pilot implementation of e-cycling as a tool for enhancing sport participation in cycling in 3 national federations
  4. Organization of at least 3 events for amateurs in e-cycling
  5. Creation of a handbook for National Cycling Federations, regional federations and sport clubs on the use of Zwift as a tool to promote cycling (regulations, events organizations, etc.)
  6. Creating a Massive Open Online Course (MOOC) to disseminate the knowledge to National Cycling Federations

The project aims to generate new knowledge around virtual sports and how these act as driver for participation in actual sports. particularly we are looking to examine how participation in digi-cycling (Zwift) translates to actual participation in cycling, what might be the barriers, obstacles, challenges and opportunities.

Total award value ?4,098.36

People (2)

Dr Dimitrios Kolyperas

Dr Dimitrios Kolyperas

Lecturer, Marketing & Retail

Dr Hee Jung Hong

Dr Hee Jung Hong

Senior Lecturer, Sport

Outputs (1)