The Impact of Gamification on Sport Application

Gamification is a strategy used to shape concepts such as playing games. This strategy increases the desire to use applications and provides entertainment to new or old users. Gamification also has a variety of features and elements that help in application development; such as Poin, Achievement, Challenge, and other features according to the type of application. If these gamification features are implemented into sports applications, it will help in improving application development. Researchers conducted the research by looking at the results of respondents using the sports app and users who have not already used the sports app. Researchers distributed the questionnaire to users and obtained the results from 435 respondents. The method for respondent results from our questionnaires is the Slovin method to count the total population of the respondents and use the Smart PLS software app as the respondent counting tool. This research can improve applications for the future

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Publication Details

Published
2024-11-19
DOI
https://doi.org/10.1109/cenim64038.2024.10882732
Primary Topic
Sports and Physical Education Research
Type
article
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article

The Impact of Gamification on Sport Application

Marisa Karsen, Riwang Vergianda, Raymond Fernando, Samuel Xiao
Sports and Physical Education Research
article

The Impact of Gamification on Sport Application

Marisa Karsen, Riwang Vergianda, Raymond Fernando, Samuel Xiao
article en

Abstract

Gamification is a strategy used to shape concepts such as playing games. This strategy increases the desire to use applications and provides entertainment to new or old users. Gamification also has a variety of features and elements that help in application development; such as Poin, Achievement, Challenge, and other features according to the type of application. If these gamification features are implemented into sports applications, it will help in improving application development. Researchers conducted the research by looking at the results of respondents using the sports app and users who have not already used the sports app. Researchers distributed the questionnaire to users and obtained the results from 435 respondents. The method for respondent results from our questionnaires is the Slovin method to count the total population of the respondents and use the Smart PLS software app as the respondent counting tool. This research can improve applications for the future

Binus University (ID)
Openalex Percentile: Top 51%
Sports and Physical Education Research
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