2020
DOI: 10.15581/003.33.1.29-44
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Gamification of sports media coverage: an infotainment approach to Olympics and Football World Cups

Abstract: Sports media coverage of mega-events is partly oriented to gamification, the use of game elements and game design techniques in non-gaming contexts. This infotainment approach to events has been developed by media outlets as an original and effective way to capture wider audience attention and to place events in context before a competition starts. This article examines 28 gamified sports pieces developed by media outlets from seven countries during the last two Olympics (2016 Summer Olympics in Rio and 2018 W… Show more

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Cited by 10 publications
(7 citation statements)
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“…However, much work remains to be done in relation not only to this format, but also to other less studied formats such as structured journalism (Freixa et al, 2017), augmented reality news (Azkunaga et al, 2019;Parra et al, 2017. ), visual and photojournalism (Thomson and Greenwood, 2017;Láb and Štefaniková, 2017), data journalism (Young et al, 2018;Weber et al, 2018), and newsgames (Rojas-Torrijos, 2020;Plewe and Fürsich, 2018).…”
Section: Discussionmentioning
confidence: 99%
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“…However, much work remains to be done in relation not only to this format, but also to other less studied formats such as structured journalism (Freixa et al, 2017), augmented reality news (Azkunaga et al, 2019;Parra et al, 2017. ), visual and photojournalism (Thomson and Greenwood, 2017;Láb and Štefaniková, 2017), data journalism (Young et al, 2018;Weber et al, 2018), and newsgames (Rojas-Torrijos, 2020;Plewe and Fürsich, 2018).…”
Section: Discussionmentioning
confidence: 99%
“…Indeed, many of these studies highlight the potential of immersive journalism for engagement with the victims of human rights abuses. However, much work remains to be done in relation not only to this format, but also to other less studied formats such as structured journalism (Freixa et al, 2017), augmented reality news (Azkunaga et al, 2019; Parra et al, 2017), visual and photojournalism (Láb and Štefaniková, 2017; Thomson and Greenwood, 2017), data journalism (Weber et al, 2018; Young et al, 2018), and newsgames (Plewe and Fürsich, 2018; Rojas-Torrijos, 2020).…”
Section: Discussionmentioning
confidence: 99%
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“…It is inferred that gamification can be understood as using logic, mechanics, and aesthetics of games to increase the degree of people's involvement to solve proposed adverse situations and, therefore, stimulate learning (Kaap, 2013;Torrijos, 2020).…”
Section: Gamification: Conceptual Scopementioning
confidence: 99%
“…The third structural axis necessary for gamification to have its relevance recognized in professional and technological education is the issue of infrastructure (Abmes, 2018;Silva, 2019). Teachers must have a minimum of technological structure to apply active methodologies in their routines, such as, for example, gamification (Kaap, 2013;Torrijos, 2020). A viable way of doing this is through resource management (Silva et al, 2020b).…”
Section: Structuring Axes For the Consolidation Of Gamification For Professional And Technological Educationmentioning
confidence: 99%