GAMIFICATION OF CONDITIONING TRAINING OF FOOTBALL PLAYERS USING ATHLETICS EXERCISES: INTERNET OF THINGS OPPORTUNITIES

Authors

DOI:

https://doi.org/10.31110/2616-650X-vol13i10-001

Keywords:

gamification, IoT, football, track and field, athletics, conditioning training, motivation, engagement, self-determination

Abstract

Gamification and Internet of Things (IoT) technologies are gaining significant prominence in sports training, offering mechanisms for adaptive conditioning and enhanced motivation. Despite this potential, there is a scarcity of empirical evidence and a lack of a unified conceptual model integrating behavioral, technological, and physiological factors within the context of conditioning training for football players. The purpose of this study is to investigate the scientific approaches, trends, and patterns in the application of gamification and Internet of Things technologies in conditioning training for football players, utilizing track and field exercises. The research employed a structured literature review based on a search within the Web of Science scientific information database. An extended search query was not limited by time, aiming to cover the entire evolving research field. Initially, 66 documents were identified. The VOSviewer tool (version 1.6.19) was used to map the research field and cluster the identified keywords. Following a full-text analysis and the application of predefined inclusion/exclusion criteria, the bibliographical analysis focused on 38 relevant sources, ensuring that each work aligned with at least one thematic cluster. The analysis of the mapping results revealed 7 thematic clusters, which reflect the interdisciplinary nature of the field at the intersection of motivation psychology, sensor system engineering, and sports science. The primary research areas are concentrated on technological infrastructure and motivational-behavioral models. It was established that the use of game elements contributes to increased engagement; however, the risk of diminishing intrinsic motivation due to excessive use of extrinsic stimuli is also noted. Empirical data support the effectiveness of gamified programs in enhancing cardiorespiratory endurance in the general population. Nevertheless, researchers report significant fragmentation of empirical validation and a limited number of longitudinal studies, particularly within the context of professional team sports, such as football. The research demonstrates a transition from mere IoT data collection to the real-time integration of sensor indicators, providing behavioral feedback and creating an adaptive training environment. The scientific domain of gamification in conditioning training with IoT is interdisciplinary and exhibits a clear logical evolution from technological adoption to the conceptualization of psycho-physiological effects. The conducted analysis confirms the necessity of integrating data collection via sensors with gamified mechanics based on Self-Determination Theory and Theory of Planned Behavior. Further research should focus on developing holistic interdisciplinary models, validating IoT architectures, and evaluating athletes’ physiological outcomes (aerobic power, overload markers) in the specific conditions of football training.

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Published

2025-12-30

How to Cite

Bondarenko Р., Koval С., Abdula А., Kofanov І., & Yefremenko А. (2025). GAMIFICATION OF CONDITIONING TRAINING OF FOOTBALL PLAYERS USING ATHLETICS EXERCISES: INTERNET OF THINGS OPPORTUNITIES. Education. Innovation. Practice, 13(10), 8–15. https://doi.org/10.31110/2616-650X-vol13i10-001

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