نوع مقاله : مقاله پژوهشی
نویسندگان
1 کارشناسی ارشد، مدیریت ورزشی، دانشکده تربیت بدنی و علوم ورزشی دانشگاه تهران، تهران: ایران.
2 مدیریت ورزشی، دانشکده تربیت بدنی و علوم ورزشی دانشگاه تبریز، تبریز: ایران
چکیده
کلیدواژهها
موضوعات
عنوان مقاله [English]
نویسندگان [English]
The purpose of this research was to design a model for sport for all development through gamification for the military forces.
The research is of qualitative sort that was conducted using grounded theory. The research population included all sports elites, experts in the field of gamification in the army, physical education and academic boards of physical education and sports sciences, and 15 of them were selected by snowball sampling.
Findings: Causal factors (being attractive and novice for employees, students and soldiers, employees and students getting tired of the common methods of sports training, increasing the participation of employees, students and soldiers in sports) led to attend to axial phenomenon (increasing the motivation to participate in sports and improving health employees) and strategies for developing brand equity (designing appropriate gamification applications, creating a sense of confidence by compensating, appropriate financial and non-financial awards, fairness in granting and gifts) with regard to intervening factors The difficulty of designing appropriate gamification, the prohibition of using cell phones and Internet in caserns, the lack of availability for undeveloped areas and frontier units) and existing fields (applicability for all ages, annual sports tests and the exigency to preserve the readiness of employees) , applicability for all ages), will have positive consequences (increasing the motivation of employees to participate in sport for all, increasing health and physical fitness, necessary physical preparation to participate in local and foreign competitions and events) for the army caserns in line with sport for all development.
کلیدواژهها [English]