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Table 2 Storyboard description

From: Behavioural design of gamification elements and exploration of player types in youth basketball training

Dimension

Description

Fictional (SF)

The initial page of the gamified basketball training system is represented by this gamification design. Youth basketball fans are presented with a training guide that shows them how to complete all the drills and participate in online competitions. At the same time, they can imitate the highlights of the players by watching the basketball stories of their favorite players and participating in the "Retracing the path of the stars" activity (game element storytelling). Basketball fans can create an avatar in the personal information section and post it on social media or share their training with others (game element narrative)

Personal (SP)

This gamification design outlines the objectives and setup. The user's goal is to complete personalised and customised training plans which will be displayed on the app home page on a daily basis (Game element: Objective). When not getting a good rating on the day's training plan, the user can view the coach's recommendations and retrain, with extra points being awarded for additional training time (Game Element: Renovation). After completing a stage chapter, users will have the opportunity to unlock the chapter egg—Retracing the Ballerina Path. This will expose them to new challenges (Game element: Puzzle). Whenever the unlocked chapter is updated with a new basketball drill (Game Element: Novelty), a audible, visual, or vibration notification will be sent to users. (Game Element: Sensation)

Performance (SPF)

This gamification design represents the way in which the system responds to the behaviour of basketball fans. The student must complete the corresponding training in his/her personal program in order to advance in the system and become a novice, expert or master (Game element level). When a user completes a training task, he/she will earn sport points (Game Element Points) and advance in the progress bar, indicated by stars (Game Element Progress). Basketball training tasks are divided into different levels and when a user completes different levels of tasks, he/she receives different points (Game element Acknowledgement). Also, users receive different points (Game Element Points) for completing daily and weekly tasks. When a user wins an online basketball tournament, he/she receives sports coins (Game Element Points), and when he/she gets a sufficient number of sports coins and enters the top three places in the leaderboard he/she receives corresponding medals. (Game Element Acknowledgement) The page titled "My Personal Achievements" in the Personal Information section has all this information. (Game Element Stats)

Ecological (SE)

This gamification design represents the system's way of attracting young basketball fans to follow the desired behaviour. The hobbyist must choose the basketball training plan to follow, completing daily tasks monthly tasks and stages (Game Elements imposes choices). After matching to a customized basketball training plan, hobbyists can draw random rewards, such as points and small gifts, by completing the stage tasks (Game Element Chance). Different tasks have different time requirements, such as daily tasks need to be completed on the same day, while monthly tasks need to be completed in the same month (Game Element Pressure Time), and if they complete all punch cards at the proposed time, they will get a certain number of points for punching achievement badges (Game Element Rarity). Hobbyists can exchange the points mall for dress-up and physical gifts of sports (game element economy)

Social (SS)

This gamification design represents a way of providing social interaction. Users are required to complete a basketball game with other players on the same team, in which they each have their own position and they must help each other out, enabling each to perform disciplined movements in teamwork. (Game element: Cooperation). The winning team with the highest level of coordination (Game Element: Competition) will win the title of "Top 10 Team" on the team leaderboard (Game Element: Reputation). Whenever another team overtakes them in the ranking, the user will be notified that their ranking has dropped (Game element: Social pressure)

  1. Bold indicates 21 gamification elements