A Serious Game Approach in Anti-Doping Education: the Game Project Cover Image

A Serious Game Approach in Anti-Doping Education: the Game Project
A Serious Game Approach in Anti-Doping Education: the Game Project

Author(s): Vassilis Barkoukis, Thrasyvoulos TSIATSOS, Nikolaos POLITOPOULOS, Panagiotis STYLIANIDIS, Efthymios Ziagkas, Lambros LAZURAS, Antonia Ypsilanti
Subject(s): Social Sciences, Education, Higher Education
Published by: Carol I National Defence University Publishing House
Keywords: Serious Games; Anti-doping; Sports; Performance Enhancement;

Summary/Abstract: Doping is defined as the use of prohibited substances and methods to enhance or maintain sporting performance. Recent research evidence in social and behavioural sciences highlighted the underlying psychological mechanisms and processes that is associated with the decision making process towards doping, as well as as well as the factors that would act protectively to prevent doping. This evidence can be utilized to inform, design and evaluate tailored anti-doping educational interventions. Anti-doping education has largely relied on traditional educational approaches such as face-to-face interaction and e-learning material. Current challenges in anti-doping education involve a) the development of modern educational tools suitable for the new generation of athletes, b) the use of state-of-art learning pedagogies that will enable effective engagement, learning and retention of the learned material, c) a systematic evaluation of the outcomes of anti-doping educational interventions on behaviour and related cognition, and d) a positive approach to doping prevention. Project GAME aims to address these needs through the development of a serious game that will incorporate current empirical evidence on the psychological mechanisms underpinning the decision making process towards doping use in competitive and recreational sports. The aim of the present study is to highlight the importance of anti-doping education, conduct a state of the art literature review on serious games’ design, present the prototype of a scenario that will be included in a serious game for anti-doping education, and discuss the project’s activities related to the use of technologies in anti-doping education.

  • Issue Year: 15/2019
  • Issue No: 03
  • Page Range: 451-455
  • Page Count: 5
  • Language: English