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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.
![Flame](/imager/images/42610/Flame_2a73786203be8056e14db254713fe877.png)
![NZC SMASHPLAY Icons](/imager/images/13629/NZC_SMASHPLAY_Icons_2a73786203be8056e14db254713fe877.jpg)
![NZC SMASHPLAY Texture Yellow](/imager/images/14136/NZC_SMASHPLAY_Texture-Yellow_2a73786203be8056e14db254713fe877.jpg)
![NZC SMASHPLAY Texture Blue](/imager/images/14135/NZC_SMASHPLAY_Texture-Blue_2a73786203be8056e14db254713fe877.jpg)
![NZC SMASHPLAY Texture](/imager/images/13632/NZC_SMASHPLAY_Texture_2a73786203be8056e14db254713fe877.jpg)
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.
![NZC SMASHPLAY Imagery](/imager/images/13630/NZC_SMASHPLAY_Imagery_2a73786203be8056e14db254713fe877.jpg)
![Batter 2](/imager/images/42626/Batter-2_2a73786203be8056e14db254713fe877.png)
![Headphones](/imager/images/42627/Headphones_2a73786203be8056e14db254713fe877.png)
![Bowler](/imager/images/42632/Bowler_2a73786203be8056e14db254713fe877.png)
![Cheer](/imager/images/42638/Cheer_2a73786203be8056e14db254713fe877.png)
![NZC SMASHPLAY Logos](/imager/images/13631/NZC_SMASHPLAY_Logos_2a73786203be8056e14db254713fe877.jpg)
![NZC SMASHPLAY Colours](/imager/images/13628/NZC_SMASHPLAY_Colours_2a73786203be8056e14db254713fe877.jpg)
![NZC SMASHPLAY Illustration](/imager/images/14137/NZC_SMASHPLAY_Illustration_2a73786203be8056e14db254713fe877.jpg)
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.