期刊名称:Discobolul: Physical Education, Sports and Kinetotherapy Journal
印刷版ISSN:1454-3907
电子版ISSN:2286-3702
出版年度:2020
卷号:59
页码:496-506
DOI:10.35189/dpeskj.2020.59.s.2
语种:English
出版社:Discobolul Publishing House
摘要:Doping is a threat to sport worldwide. Doping not only exists in professional sport, but also affects recreational athletes who increasingly use performance-enhancing drugs. As anti-doping authorities largely rely on detection, deterrence, and prevention to tackle doping use, the main tool for prevention is education. So far, educational interventions have largely used traditional teaching approaches such as face-to-face courses and online courses. The present study examines the usability of a serious game against doping (the GAME) as an alternative approach to traditional anti-doping education. In addition, this study will investigate its ease and users’ enjoyment while playing the serious game. Participants in the evaluation were 21 undergraduate students who played the GAME and then were asked to respond to a questionnaire evaluating GAME’s usability, ease and users’ enjoyment. Concerning the usability and ease of GAME, the results demonstrated the high usability and ease of GAME. The findings related to the evaluation of users’ enjoyment were also positive. Overall, players were largely satisfied with their gaming experience, rating the GAME as easy to understand and learn and very satisfying. The next step is to deploy the GAME in greater audiences and evaluate its effectiveness in changing beliefs and knowledge about doping.