Gameplan

Gameplan

Glossary Terms

Capacity building = The success of big events relies heavily on building capacity within local communities. ‘Capacity’ describes the range of resources that people have, such as knowledge about their area or common interest, skills and ideas, shared experiences, and material resources like funding and community spaces. Community capacity building is the support that community groups access to help them address issues which are important to them. Co-create / co-creation = The idea of acting together to address individual and shared concerns and priorities. Successful co-creation undermines top-down thinking, while not being entirely bottom-up. Successfully co-creating community initiatives and plans will help to maximise the social impact of big events. Community influencers = Successful social impact involves engaging with a diversity of groups and communities. Some of these groups can be difficult to access. Community influencers are a crucial asset to facilitating access. Community influencers are members of specific social groups (e.g., young people, religious groups) who have the trust and respect of the local community. They come from all walks of life, and might include religious leaders, teachers and business owners. Community hosting = A great way to engage local businesses in a big event. For example, a restaurant could bid to become a ‘team home’ where fans have opportunities to meet the team and celebrate. Decorating the venue in team colours or flags also helps build social buzz. Engagers = A captive audience has the potential to shift people’s behaviour by harnessing social buzz. Spectators are simply observers, whereas engagers are individuals with the potential to engage in new opportunities and experiences of sport and physical activity. Event baton = Much like the Closing Ceremony of an Olympic Games, the event baton refers to the

formal handing over of one event to the next. Handing over the event baton may also involve sharing good practice, networks and community assets to enhance sustainability. Event portfolio = A planned programme of events over a specific time period that are designed to meet specified social impact objectives. An event portfolio will often involve a number of different ‘types’ of event - e.g., sport, music, arts etc. Event stories = Event stories complement indicator measures and are powerful, personal and creative ways of capturing what an event means to local people. Event stories can take all manner of forms including interviews, art pieces, poetry, songs, videos, social media stories, the list is endless. Friction = Anything that gets in the way of performing positive behaviours. Friction might refer to personal habits/behaviours, or things that are outside our control. Engaging communities in big events involves identifying friction and putting in place mechanisms to reduce or eradicate it. Fuel = Anything that makes performing positive behaviours more appealing and accessible. As with friction, engaging communities in big events is easier once fuel forces have been identified and made easily available. Gamification = The process of deriving the fun and engaging elements often found in video games and applying them to ‘real world’ activities such as intervention design or marketing. Habit stack / Habit stacking = The more we do things the easier and more natural they become. One of the best ways to build a new habit is to identify a current regular habit and then add - or ‘stack’ - new behaviour(s) on top. This might involve placing physical activity opportunities (e.g., equipment) in prominent community spaces, such as schools, parks or supermarkets.

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