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anti doping game idea

The document outlines a proposal for a gamified platform aimed at educating young athletes about anti-doping rules through engaging game elements. Key objectives include enhancing engagement, providing educational content, and promoting positive behavioral changes towards clean sport. The solution features a story-driven campaign, interactive simulations, customizable characters, and performance tracking for both athletes and trainers.

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0% found this document useful (0 votes)
14 views4 pages

anti doping game idea

The document outlines a proposal for a gamified platform aimed at educating young athletes about anti-doping rules through engaging game elements. Key objectives include enhancing engagement, providing educational content, and promoting positive behavioral changes towards clean sport. The solution features a story-driven campaign, interactive simulations, customizable characters, and performance tracking for both athletes and trainers.

Uploaded by

adityapandji1
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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1) Problem Statement ID :1722

Problem Statement Title

Gamification of Anti-Doping Information

Description

Background: Traditional methods of disseminating anti-doping information often fail to engage


younger athletes effectively. Gamification, the application of game-design elements and game
principles in non-game contexts, can be a powerful tool to make learning about anti-doping rules
more engaging and interactive. By incorporating gamification, the National Anti-Doping Agency can
enhance its educational initiatives and foster a culture of clean sport among young athletes.
Description: The above problem statement envisages the creation of a gamified platform to educate
athletes on anti-doping rules and practices. The solution should be engaging, informative, and foster
a culture of clean sport among young athletes. It should incorporate game elements such as points,
badges, leader boards, and challenges to motivate users to learn and apply anti-doping information.
Key Objectives (a) Engagement: Develop engaging and interactive content that motivates athletes to
learn about anti-doping, leveraging the appeal of gaming to enhance educational outcomes. (b)
Education: Ensure that the gamified content effectively conveys critical anti-doping information,
covering rules, prohibited substances, testing procedures, and the importance of clean sport. (c)
Behavioural Change: Encourage positive attitudes and behaviours towards clean sport, promoting a
sense of responsibility and commitment among young athletes. Detailed Requirements (a) Platform
Development Develop a gamified mobile app and web-based platform that is accessible to athletes
across different devices. Ensure the platform is user-friendly, visually appealing, and easy to navigate.
(b) Game Elements Incorporate points, badges, leader boards, and levels to incentivize participation
and learning. Design challenges, quests, and mini-games that teach anti-doping concepts in an
engaging way. Include social features that allow users to compete with friends, share achievements,
and collaborate on challenges. (c) Educational Content Develop comprehensive educational modules
covering various aspects of anti-doping. Use multimedia content, including videos, animations, and
interactive infographics, to make learning enjoyable. Include real-life scenarios and case studies to
provide practical insights and reinforce learning. (d) Assessment and Feedback Implement quizzes
and assessments to test users’ knowledge and understanding of anti-doping rules. Provide
immediate feedback and explanations to help users learn from their mistakes. Offer rewards and
recognition for users who demonstrate high levels of knowledge and commitment. (e) Analytics and
Reporting Integrate analytics tools to track user engagement, progress, and learning outcomes.
Generate reports on user performance, highlighting areas of strength and areas needing
improvement. Use data insights to continuously improve the platform and its content. Expected
Solution: A highly engaging and educational gamified platform for anti-doping information. Increased
knowledge and awareness of anti-doping rules and practices among young athletes. Positive
behavioural changes towards clean sport, with athletes demonstrating greater commitment to anti-
doping principles. Enhanced engagement and participation rates in anti-doping education programs.

1)Solution and storyline idea for this idea :

Story-Driven Campaign:

Players take on the role of a rising star athlete navigating the challenges of a competitive sports
world.
The story unfolds through cinematic cutscenes, dialogues, and interactive choices.

The plot revolves around ethical dilemmas related to anti-doping, such as pressure to use
performance-enhancing substances or dealing with corrupt officials.

Interactive Simulations:

Training sessions: Players can practice various athletic skills and improve their abilities.

Drug testing: Players must navigate drug testing procedures and learn about the detection methods
used.

Undercover investigations: Players can investigate doping rings and expose corrupt individuals.

Educational Modules:

In-game tutorials: Players can learn about anti-doping rules, prohibited substances, and the
consequences of doping.

Quizzes and assessments: Regular quizzes and assessments test players' knowledge and
understanding.

Real-world case studies: Players can learn from real-life examples of athletes who have faced anti-
doping challenges.

Character Customization:

Players can customize their athlete's appearance, skills, and personality.

Choices made throughout the game can impact the character's development and reputation.

Multiplayer Modes:

Cooperative missions: Players can team up with friends to complete challenges and uncover doping
conspiracies.

Competitive events: Players can compete against each other in various athletic events and climb the
leaderboards.

Social Features:

Friends list: Connect with friends and share achievements.

Messaging system: Communicate with other players and form alliances.

Community forums: Discuss anti-doping topics and share tips and strategies.

Daily Login Rewards and Challenges:

Daily quests: Complete daily challenges for rewards and progress.

Streak bonuses: Earn bonuses for consecutive days of login.

Limited-time events: Participate in special events with unique rewards.

Ranking System and Leveling Up:

Experience points: Earn experience points for completing challenges, quests, and educational
content.
Leveling system: Level up to unlock new features, abilities, and customization options.

Leaderboards: Compete with other players on global and local leaderboards.

Application Platform:

Mobile app: Suitable for on-the-go gaming and accessibility.

Web-based game: Allows for cross-platform compatibility and easier updates.

Console game: For a more immersive and high-quality experience.

1. Student List and Profiles

Overview: Mentors and trainers can view a comprehensive list of their students, along with basic
details like name, age, gender, and sports.

Individual Student Profiles: Clicking on a student's name will open a detailed profile, showcasing their
progress, achievements, and areas for improvement.

2. Student Performance Tracking

Learning Progress: Track students' progress in educational modules, quizzes, and simulations.

Assessment Results: View students' scores and feedback on assessments and competitions.

Community Challenge Participation: Monitor students' involvement in community challenges and


their contributions.

Anti-Doping Awareness: Assess students' understanding of anti-doping rules and their ability to make
informed choices.

3. Student Report Generation

Customized Reports: Generate personalized reports for each student, highlighting their strengths,
weaknesses, and areas for improvement.

Visualizations: Use graphs, charts, and other visualizations to present data in an easy-to-understand
format.

4. Personalized Feedback and Recommendations

5.1.Tailored Feedback: Provide targeted feedback based on students' performance and individual
needs.

5.2.Recommendations: Suggest specific areas for improvement or additional resources.

Account Creation and Login:

6.Trainer/Trainee Designation: During account creation, users will be asked to select their role as a
trainer, trainee, or self-athlete.

7.Trainer Reference Code: Trainees will need to enter a trainer reference code to connect with their
mentor.
8.Self-Athlete: Self-athletes can create accounts without a trainer reference code.

## Note to self: While trainees and self-athletes have similar functionalities within the app, the
mentor/trainer interface provides additional tools for tracking and guiding students' progress.

Self-atheletes can have a option to add a trainer for case of any changes the trainer can access past
records of the athlete in that case else no one can see the graph of improvement of a self athelet
except a self athlete

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