Abstract
The authors present Smash!, a game concept aimed at increasing participation in and commitment to tennis. A game design team was confronted with a theory of tennis student dropout based on a distinction between four tennis kid types: the Tryer, Buyer, Flyer and High Flyer. An initial problem articulation and goal definition phase led to a concept that should encourage the transitions from Tryer to Buyer to Flyer. The concept consists of three parts: (1) an online platform revolving around a personal avatar with which skill development is tracked and encouraged; (2) a smartphone app of mini-games to train tennis tactics; (3) a QR-coded personal club card for tennis students to find each other and play a virtual tennis match with. Contributions of and further research opportunities for the Smash! concept are reflected upon.
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Warmelink, H., Vink, S., van Tol, R. (2016). Smash! Sport Participation and Commitment by Game Design. In: De Gloria, A., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2015. Lecture Notes in Computer Science(), vol 9599. Springer, Cham. https://doi.org/10.1007/978-3-319-40216-1_39
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DOI: https://doi.org/10.1007/978-3-319-40216-1_39
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