Learning a Sport through Video Gaming: A Mixed-Methods Experimental Study

Authors

  • Seth E. Jenny Winthrop University
  • Jinwook J. Chung Winthrop University
  • Scot M. Rademaker Winthrop University
  • David P. Schary Winthrop University

Keywords:

Xbox, sport video gaming, instructional technology, eSport, Exergaming, cricke

Abstract

This study examined the impact of playing a sport video game on learning the sport as well as how the game may influence future intentions of watching or playing the sport. Utilizing American university students with little prior knowledge of cricket, this study employed a mixed-methods pre/post intervention design with randomized experimental (EG; n = 43) and control (CG; n = 46) groups. Results indicated that cricket knowledge significantly increased for the EG pre-test to post-test (p < .05, n^2 = 0.19; particularly regarding cricket rules, terminology, player positions, and field layout), while the CG did not significantly differ. A significant difference was also found between the EG and CG for interest in playing cricket (p < .05, n^2 = 0.9). Qualitative findings supported that video gaming motivated intentions to watch and play cricket. Sport video games can facilitate increased sport knowledge, sport appreciation, and intentions for future physical activity.

Author Biographies

Seth E. Jenny, Winthrop University

Assistant Professor Department of Physical Education, Sport and Human Performance Winthrop University

Jinwook J. Chung, Winthrop University

Assistant Professor Department of Physical Education, Sport and Human Performance Winthrop University

Scot M. Rademaker, Winthrop University

Assistant Professor Department of Curriculum and Pedagogy Winthrop University

David P. Schary, Winthrop University

Assistant Professor Department of Physical Education, Sport and Human Performance Winthrop University

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Published

2018-02-12