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Angler Education Digital Game Based Learning and Gamification
Angler Education Digital Game Based Learning and Gamification
28 November, 2021
ANGLER EDUCATION DIGITAL GAME BASED LEARNING 2
Abstract
With the onset of COVID-19, people began to look for ways to enjoy recreation while
still following government mandates of social distancing and quarantine measures. Many
turned to recreational fishing as a safe and fun way to connect with others socially and get
outdoors. Anglers that had already been familiar with the sport began to fish weekdays in
addition to weekends. The benefits of fishing are both emotional and physiological. The number
of spectators at bass fishing tournaments has grown exponentially since 2017. With the
increase in interest, there is also an increase in the need for the development of digital based
games and gamification of freshwater fishing to practice skills and learn the sport in an
immersive virtual reality environment for anglers, both new and experienced. Evidence shows
that there are benefits to Digital Game Based Learning (DGBL) in sports in general. Also, sport
gamification has provided much needed practice opportunities that would not be possible in
the real-world environment. There is little to no literature focusing on angler education and the
use of DGBL or gamification. Both the field of freshwater fishing and learning technologies
would benefit from studies that investigate the effects of DGBL and practicing using
COVID19 has created changes in the recreational preferences of many people as they
adapted to being quarantined and social distancing. Anglers began fishing on weekdays in
addition to weekends. People who had not previously fished began to try the sport and found it
to be an excellent activity that fit within the pandemic restrictions (Midway et al., 2021) In turn,
freshwater fishing is a competitive sport that has been quickly growing as fans follow
tournaments across the country. In 2021, the “super bowl” of bass fishing, the Bassmaster
Classic, had a record attendance of 147,197 people in attendance. The last time the tournament
was in Texas was before the COVID19 pandemic in 2017 and reeled in only about 115,000
spectators and fans (Overstreet, 2021). With the growth of angler fans comes the growth of
amateur fishermen and women that want to learn to fish like the pros, or even just fish
recreationally to reap the benefits. According to Canal River & Trust (2020) some benefits of
recreational fishing are not only an increase of self-esteem and better coordination, but also
improved cardiovascular health. However, freshwater fishing is a sport that requires good
weather and biting, active fish for a successful catch. This is not always what is happening on
the lake, but in the controlled environment of DGBL and gamification of the sport using
augmented and immersive virtual reality technology, anglers could practice their sport any time
DGBL of a plethora of sports provides the benefit of engagement, increased safety, and
takes away location and weather barriers. Evidence suggests that DGBL of sports increases
interest and participation. Gamification provides virtual realistic training benefits for a myriad
of athletes in a safe environment (Crawford, 2005). To successfully catch fish, the angler needs
ANGLER EDUCATION DIGITAL GAME BASED LEARNING 4
to find the correct location, fish a specific depth, and use the correct bait to catch the intended
species. This takes time to learn and can be difficult to achieve consistency in catching fish
(Sylvia et al., 2019). In the real-world environment, the angler faces the challenge of finding the
optimal size of body of water, water temperature, and best season to successfully catch fish.
Without these aspects in line, there will be few fish caught (Kane et al., 2020).
Currently, there are successful models of gamification and DGBL of other sports such as
baseball, football, and ice skating (Gonzalez, et al., 2016). Fishing Sims World (Pro Tour) is a
game released by PlayStation that provides the angler with a virtual reality experience
providing a realistic gamified experience for all anglers (Huntfishohio Outdoors, 2020). The
benefits of DGBL in an augmented reality is that people across the globe can learn through a
constructionist approach using metacognition processes that best promote authentic learning
and skill development with the physical location barriers removed. (Dunleavy, 2014).
gamification of freshwater fishing, almost no peer reviewed resources were found. The
information found mostly included articles about the gamification or digital game-based
learning of common Olympic sports such as ice skating, or non-sport specific sporting skills. As a
person that fishes for Texas black bass at a competitive amateur level, these games have piqued
my interest, but not enough to play the games. I have not experienced any marketing at
tournaments or angler events. This could be a reason for the lack of current popularity and
research on the use of these games. Future research could include case studies of freshwater
fishing digital games for learning or gamification of fishing skills. If future research could collect
ANGLER EDUCATION DIGITAL GAME BASED LEARNING 5
data on pre and post fishing skills and successful catches, measurable evidence would be
Conclusion
Spectatorship at bass fishing events is on the rise with fans wanting to feel connected
and part of the angler community (Bernthal et al., 2015). Freshwater anglers could benefit from
the development of digital game-based learning and gamification of the sport. Anglers enjoy
the benefits of lowering stress and making connections and social bonds stronger when fishing
(Griffiths et al., 2017). In addition, the current offering of digital game-based learning in other
sports has proven to beneficial to improving the skills and increase the knowledge level of the
athlete (Sevinç et al., 2020). In turn, gamification of sport has provided an environment free of
injury practice space with predictable virtual practice the athlete. (González et al., 2016). Future
research in the effectiveness of both digital game-based learning and gamification of the sport
References
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