Analogue Gamified Experiential Training Methods: Sport Psychology Practitioner’s Toolkit

Read the full article See related articles

Discuss this preprint

Start a discussion What are Sciety discussions?

Listed in

This article is not in any list yet, why not save it to one of your lists.
Log in to save this article

Abstract

The changing psychological needs of Generation Alpha and Generation Z demand innovation and adaptation of contemporary training methods in sport psychology. This paper presents an innovative analogue gamified experiential (AGE) training toolkit designed to enhance engagement, sustain interest, and improve learning outcomes in psychological skill development. Grounded in experiential learning principles, these methods combine active participation, reflection, and real-world relevance while incorporating analogue gamification elements such as competition, randomization, time constraints, immediate feedback, and tangible rewards. The fully offline, flexible format allows adaptation across diverse populations, including grassroots athletes, elite performers, teams, and youth programs. By fostering deeper cognitive, emotional, and behavioural engagement, the toolkit extends beyond values education to include leadership, decision-making, emotional intelligence, and communication skills. Assessment approaches include self-reports, psychometric evaluations, performance observations, and coaches’ feedback to measure learning impact. This original practitioner-oriented design contributes an applied framework to sport psychology practice and research.

Article activity feed