نوع مقاله : مقاله پژوهشی
نویسندگان
1 دانشیار،گروه مدیریت ورزشی، دانشکدۀ علوم ورزشی، دانشگاه اصفهان، اصفهان، ایران(نویسنده مسئول).
2 دانشجوی دکتری مدیریت ورزشی، گروه مدیریت ورزشی، دانشکدۀ علوم ورزشی، دانشگاه اصفهان، اصفهان، ایران .
3 دانشیار،گروه مدیریت ورزشی، دانشکدۀ علوم ورزشی، دانشگاه اصفهان، اصفهان، ایران
4 استادیار،گروه مدیریت ورزشی، دانشکدۀ علوم ورزشی، دانشگاه اصفهان، اصفهان، ایران
چکیده
عنوان مقاله [English]
نویسندگان [English]
The research method of this study was conducted in two parts. The first part was conducted with a qualitative approach and thematic analysis method. The participants included 15 experts familiar with Iranian sports organizations who were selected purposefully and criterion-based. Data collection continued through exploratory interviews until theoretical saturation. The validity and reliability of the data were confirmed using Holstey's coefficient, Scott's p-value, Cohen's kappa, and Krappendorff's alpha. In the second part, the structural analysis method was used using MICMAC software to examine the interaction effects of variables. In this stage, the key drivers of cultural valorization with a gamification approach in sports organizations were identified and prioritized. The results of the qualitative part identified 20 initial themes related to gamification in sports organizations. Structural-interpretive analysis showed that among the 20 drivers examined in the gamification model, four factors of motivation and reward based on gamification, competition design and levels of progress, culture building and promotion of indigenous values, and leadership and participatory management approaches had the greatest direct and indirect impact and at the same time had little dependence; therefore, they were identified as key drivers of the system. These factors play a driving role in the future structure of gamification and are considered the axis of digital and cultural transformation in sports organizations. Other factors such as training and development of human resources through games, ethical and social values in sports, cultural endogenization in gamified design, and branding and cultural communication of sports are more subject to change.