TY - GEN
T1 - Virtual Reality Against Doping
T2 - 14th International Conference on Interactive Mobile Communication, Technologies and Learning, IMCL 2021
AU - Barkoukis, Vassilis
AU - Elbe, Anne Marie
AU - Lazuras, Lambros
AU - Moustakas, Louis
AU - Ntoumanis, Nikos
AU - Palamas, George
AU - Stanescu, Monica
N1 - Funding Information:
Acknowledgement. This research has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. The VIRAL project (Project No: 603479-EPP-1-2018-1-EL-SPO-SCP) is coordinated by Aristotle University of Thessaloniki and in the consortium participate Aalborg University, European Network of Sport Education, Leipzig University, National University of Physical Education and Sport, Sheffield Hallam University, and University of Southern Denmark.
Funding Information:
This research has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. The VIRAL project (Project No: 603479-EPP-1-2018-1-EL-SPO-SCP) is coordinated by Aristotle University of Thessaloniki and in the consortium participate Aalborg University, European Network of Sport Education, Leipzig University, National University of Physical Education and Sport, Sheffield Hallam University, and University of Southern Denmark.
Publisher Copyright:
© 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
PY - 2022
Y1 - 2022
N2 - Doping is considered a major threat of modern sport. Since the establishment of the anti-doping system emphasis was placed on the detection and punishment approach in the fight against doping. Recently a shift to education as a preventive tool against doping has been made. In this effort several anti-doping educational interventions have been developed. These interventions have been found modestly effective in educating athletes against doping. To move education, forward a virtual reality game is proposed. Virtual reality has been found effective in changing attitudes, intention and behavior. Therefore, virtual reality can be suitable in addressing the appearance and performance related reasoning underlying the decision making towards the use of performance and appearance enhancing substances. The present paper describes the conceptual basis of VIRAL project that aims to develop the first virtual reality game for doping prevention in competitive and recreational sports. The VIRAL project will a) utilize cutting-edge behavioural science research about the risk and protective factors against doping use to inform the development of an anti-doping virtual reality program, b) use an “open innovation” framework to co-design the anti-doping virtual reality program and c) apply and evaluate the effectiveness of the doping prevention VR program in changing young people’s learning, motivation, beliefs and behaviour towards doping. Overall, the VIRAL project is expected to develop anti-doping educational material that will address the needs of young athletes and will be able to educate against doping through innovative learning pedagogies.
AB - Doping is considered a major threat of modern sport. Since the establishment of the anti-doping system emphasis was placed on the detection and punishment approach in the fight against doping. Recently a shift to education as a preventive tool against doping has been made. In this effort several anti-doping educational interventions have been developed. These interventions have been found modestly effective in educating athletes against doping. To move education, forward a virtual reality game is proposed. Virtual reality has been found effective in changing attitudes, intention and behavior. Therefore, virtual reality can be suitable in addressing the appearance and performance related reasoning underlying the decision making towards the use of performance and appearance enhancing substances. The present paper describes the conceptual basis of VIRAL project that aims to develop the first virtual reality game for doping prevention in competitive and recreational sports. The VIRAL project will a) utilize cutting-edge behavioural science research about the risk and protective factors against doping use to inform the development of an anti-doping virtual reality program, b) use an “open innovation” framework to co-design the anti-doping virtual reality program and c) apply and evaluate the effectiveness of the doping prevention VR program in changing young people’s learning, motivation, beliefs and behaviour towards doping. Overall, the VIRAL project is expected to develop anti-doping educational material that will address the needs of young athletes and will be able to educate against doping through innovative learning pedagogies.
KW - Doping
KW - Performance enhancement
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85128730686&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-96296-8_44
DO - 10.1007/978-3-030-96296-8_44
M3 - Article in proceeding
AN - SCOPUS:85128730686
SN - 978-3-030-96295-1
T3 - Lecture Notes in Networks and Systems
SP - 487
EP - 496
BT - New Realities, Mobile Systems and Applications
A2 - Auer, Michael E.
A2 - Tsiatsos, Thrasyvoulos
PB - Springer
Y2 - 4 November 2021 through 5 November 2021
ER -