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
- Study on the impact of e-cycling on sport participation in
cycling
- Mapping of good practices of implementation of Zwift as a
tool for enhancing sport participation in cycling
- Pilot implementation of e-cycling as a tool for enhancing
sport participation in cycling in 3 national federations
- Organization of at least 3 events for amateurs in e-cycling
- 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.)
- 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.