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Developed in partnership with sports and behavioural psychologists and a rigorous design thinking approach based on user research, Smash Play challenges convention and removes barriers to cricket participation and uptake, with a focus on fun and involvement for all.
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It's a totally new approach to cricket, with gamification elements that bring the language of digital worlds to teaching real-life skills. Designed and developed across real world and digital experience touch-points, with a focus on driving usability, uptake and a flexible design system that reimagines how tamariki are introduced to the sport.
The platform will continue to be developed over the next 3 years with more age groups coming online.
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87% adoption in the first year amongst clubs and schools. Hitting high 83% enjoyment levels in year one.
87% adoption in the first year amongst clubs and schools. Hitting high 83% enjoyment levels in year one.