DigiCycle - Digital innovation in cycling – Gaming as a tool for enhancing sport participation

Erasmus+ SportCollaborative PartnershipsID: 101089668
EC Contribution
€400,000
Consortium Size
8 orgs
Summary

Digital innovation in cycling – Gaming as a tool for enhancing sport participation project aims to of comprehend the process and identify good practices in using Zwift game to promote cycling in general. Zwift is a hybrid game meaning it requires physical activity to participate in an online game. Sport video games have been proven to work as a tool for enhancing physical activity and increasing sport participation. In the time of COVID-19 pandemic, this issue has become even more apparent as sport facilities were forced to close. The intended outcome of the project is a model of successful diffusion of gaming as a tool for enhancing physical activity and increasing sport participation. In order to do so, Cycling Federations from 3 EU countries decided to join forces with the European Cycling Union and a think tank specialised in digital innovation to create a pathway to implement this innovation in cycling at European, national, regional and local levels. The successful implementation of the project will allow the creation of a roadmap and guidelines in the form of handbook and Massive Open Online Course for further implementation of gaming (e-cycling) as a tool for enhancing traditional cycling in other European and non-European countries.

Consortium (8)