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Neighborhood sport coaches in the Netherlands face significant operational and structural challenges when attempting to integrate gamification into physical activity initiatives. While these professionals maintain a positive outlook on the potential for gamified tools to drive behavioral change and increase engagement, widespread adoption is currently stifled by a lack of technical expertise, limited knowledge of existing digital resources, and the difficulty of maintaining user interest beyond the initial novelty phase. Although 80 percent of surveyed coaches possess some experience with these interventions, the transition from conceptual interest to sustainable implementation remains incomplete.
Financial constraints and ambiguous professional mandates serve as primary obstacles to progress. Coaches frequently struggle with high product costs and a lack of clear municipal guidance regarding their specific responsibilities in managing digital content. The absence of a centralized framework for knowledge sharing and sustainable funding models further complicates the ability of these professionals to scale their efforts effectively. Without a cohesive strategy, the autonomy currently afforded to coaches often results in fragmented, short-term initiatives rather than long-term health outcomes.
To bridge the gap between research and practice, a systems-thinking approach is essential. Successful implementation requires the establishment of robust professional networks, standardized training programs, and clearer organizational directives from municipal authorities. By creating a centralized resource for best practices and providing transparent guidance on available subsidies and tools, stakeholders can better align policy with the practical needs of the field. Ultimately, fostering intersectoral collaboration and providing dedicated support will be critical to overcoming current creative and operational barriers, ensuring that gamification becomes a reliable, sustainable component of community-based physical activity promotion.
European Conference on Games Based Learning (ECGBL) · 2026
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