Gamification: Refers to the intentional use of game mechanics (adding games or game-like) to change or influence the behaviour of an individual. Games could achieve specific purposes that contribute to Sport for All and encourage participation. (137)
All devices and technologies with the capacity to replace traditional venues:
Esports and gaming
Gamification
Apps
Social media
Contribution:
International endorsement
EU work plan 2021-2024
Socio-economic and environmental dimensions of Sport should focus on innovation and digitalization in every dimension and on all levels of the Sport sector (including the local Sport clubs).
Virtual solutions and well-being
Preventing injuries and other damages associated with high exposure to virtual/mobile devices.
Events
Other tips:
Refugees eSports Cup: the first eSports tournament in refugee camps
(Libraries Without Borders and the UEFA Foundation for Children)
More information:
Article covering the project Click Here