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Digital Platform for Social Fitness Engagement in Touch Rugby
  1. case
  2. Digital Platform for Social Fitness Engagement in Touch Rugby

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Digital Platform for Social Fitness Engagement in Touch Rugby

3sidedcube.com
Sports
Health & Fitness
Telecommunications

Challenges in Accessibility and Engagement for Touch Rugby

Existing barriers to participation in O2 Touch Rugby include difficulty finding local sessions, lack of personalized experiences for players of varying skill levels, and insufficient tools to reward advocacy. Administrative tracking of session popularity and player engagement was also inefficient.

About the Client

A collaboration between a telecommunications provider and national rugby organization to promote contactless rugby through digital innovation.

Goals for Digital Platform Development

  • Increase venue usage by 46% through improved session discovery
  • Boost monthly player engagement by 35% via personalized experiences
  • Achieve 3,000 monthly active users through rewards and accessibility
  • Simplify session organization for operators and ambassadors

Core Platform Functionalities

  • Location-based session finder with filters for skill level and session type
  • Rewards system for player referrals and participation
  • Educational content (videos, rules) for new players
  • Automatic check-in system for existing players
  • Administrative dashboard for tracking session popularity and player metrics

Technology Stack Recommendations

React Native (mobile app)
React.js (web interface)
Node.js backend
AWS cloud infrastructure

Critical System Integrations

  • Google Maps API for location services
  • Stripe/PayPal for payment processing
  • Firebase Analytics for user behavior tracking

Non-Functional Requirements

  • Scalability to support 10,000+ concurrent users
  • 99.9% uptime SLA for critical services
  • GDPR-compliant data handling
  • Cross-platform compatibility (iOS/Android/Web)

Expected Business Impact

Projected 46% increase in venue utilization, 35% growth in monthly engagement, and 3,000+ active users within six months post-launch. Operators will gain real-time insights into regional participation trends while players benefit from personalized, accessible experiences.

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