FLARE RESEARCH

RESEARCHING WHAT KEEPS YOUNG PEOPLE PLAYING.

Flare Research connects sports science, computer vision and modern game design to understand what gets young people moving and what keeps them engaged. We turn evidence from across youth sport into practical ideas for parents, coaches, clubs and the next generation of sports technology.

81%

of school-going adolescents aged 11 to 17 were not meeting recommended physical activity levels.

Guthold et al. · World Health Organization · 2019
81

distinct factors shape whether young athletes describe sport as fun.

Visek et al. · George Washington University · 2015
12.93

was the average age at which former youth athletes reported quitting organised sport.

Aspen Institute Project Play · 2026 US survey

SIX QUESTIONS.ONE MISSION.

Understand the forces shaping youth participation, then use that knowledge to build better experiences.

01

CHILDHOOD INACTIVITY

The Screen Time Asymmetry

Sport does not compete with screens on equal terms. Understanding that imbalance is the first step towards designing movement children actively choose.

Anchor: US tweens average 5h 33m of entertainment screen media daily. Teens average 8h 39m.

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02

WHY CHILDREN PLAY

The 81 Fun Determinants

Children have already told researchers what makes sport enjoyable. Effort, improvement and positive coaching matter more than trophies or status.

Anchor: 81 determinants of fun across 11 connected factors.

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03

WHY CHILDREN QUIT

The Dropout Cliff

Children rarely leave because of one result. They leave when pressure, cost and declining enjoyment accumulate faster than progress and belonging.

Anchor: Average reported quitting age among former players: 12.93.

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04

GAMING & ENGAGEMENT

What Game Designers Get Right

Good games make progress visible. Every action creates feedback and the next challenge always feels within reach.

Anchor: Enjoyment is linked with competence, autonomy and social connection.

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05

AI & SPORTS TECHNOLOGY

The Sports Lab in Your Pocket

A standard smartphone can now identify movement, track objects and deliver feedback while activity is happening.

Anchor: Mobile pose estimation has demonstrated 33-landmark tracking at over 30 FPS.

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06

GAA & YOUTH PARTICIPATION

The Irish Grassroots Opportunity

Ireland already has extraordinary community sport infrastructure. Technology should strengthen that community, not replace it.

Anchor: 134,029 children attended GAA Cúl Camps in 2025.

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FIELDNOTES.

Crisp, evidence-led reads for anyone building the future of youth sport. Open an article to read it.

01WHY KIDS ARE MOVING LESS THAN ANY GENERATION BEFORE THEM+
THE SHORT VERSION
Children have not suddenly lost their appetite for play. The environment around them has changed, and physical activity now competes with entertainment products designed to remove friction and deliver immediate rewards.

THE COMPETITION IS NOT EQUAL

Common Sense Media found that entertainment screen use, excluding schoolwork, averaged 5 hours 33 minutes per day among US children aged 8 to 12 and 8 hours 39 minutes among teenagers aged 13 to 18. That is approximately 39 to 61 hours each week.

  • Organised sport occupies limited scheduled hours.
  • Screen entertainment is permanently available.
  • Equipment provides the means to play, but not always a reason to return.

THE MISSING MIDDLE

The largest untapped opportunity exists at home, between organised sessions, during short periods of unstructured time and when a child has nobody available to organise a game.

WHAT NEEDS TO CHANGE

Physical activity at home needs clear challenges, immediate feedback, visible progress, achievable goals and a reason to come back.

QUESTIONS ANSWERED

Why are children becoming less active?Growing screen use, reduced independent mobility, environmental barriers and a shortage of engaging activity at home all contribute.

Do children spend 50 hours per week on screens?Not universally. The best available US data spans roughly 39 hours for tweens to 61 hours for teens.

SOURCE: COMMON SENSE MEDIA, 2021 · WORLD HEALTH ORGANIZATION, 2019

Flare is being built for the hours organised sport cannot reach. Our mission is to make real-world practice compelling enough to earn a place in everyday life.

02WINNING RANKS 40TH OUT OF 81 REASONS KIDS SAY SPORT IS FUN+
THE SHORT VERSION
Adults often organise youth sport around results. Children experience it through effort, improvement, friendships and how the adults around them behave.

WHAT THE RESEARCH FOUND

Amanda Visek and colleagues identified 81 determinants of fun across 11 factors. Being a good sport, trying hard and positive coaching ranked highest. Winning ranked 40th among the individual determinants.

THE MEASUREMENT PROBLEM

Youth sport measures goals, scores, wins and selection. It rarely measures effort, confidence, persistence, enjoyment or connection. Adults therefore receive constant information about results and little information about the experiences that retain children.

  • Recognise individual improvement.
  • Match challenge to current ability.
  • Give positive, specific feedback.
  • Value competition without making victory the only meaningful outcome.

QUESTIONS ANSWERED

Do children care about winning?Yes, but it is not their dominant source of enjoyment.

What makes sport fun?Trying hard, positive team dynamics, positive coaching, learning and improving.

SOURCE: VISEK ET AL. · GEORGE WASHINGTON UNIVERSITY · 2015

Flare is designed to recognise the progress traditional scoreboards miss. When effort becomes visible, children gain more reasons to keep playing.

03THE YOUTH SPORT DROPOUT CLIFF+
THE SHORT VERSION
The famous claim that 70% quit by 13 lacks a reliable primary source. Stronger recent evidence still identifies early adolescence as the critical danger point.

WHAT CURRENT DATA SAYS

A 2026 US national study reported an average quitting age of 12.93 among former youth athletes. More than one third stopped between ages 12 and 14.

WHY THE CLIFF APPEARS

  • Sport becomes more serious and selective.
  • Playing time becomes less equal.
  • Costs and travel commitments increase.
  • Feedback concentrates around mistakes.
  • Late developers feel left behind.
  • Progress becomes difficult to see.

THE FEEDBACK DROUGHT

A young athlete can train for an entire session and receive only a handful of personal interactions. When they cannot answer “Am I improving?” or “Does anybody notice my effort?”, motivation becomes fragile.

QUESTIONS ANSWERED

Do 70% quit by 13?The claim is widely repeated, but its original evidence is unclear. Current Aspen Institute evidence places the average quitting age among former players at 12.93.

When is risk highest?Early adolescence, particularly ages 12 to 14.

SOURCE: ASPEN INSTITUTE PROJECT PLAY · UTAH STATE UNIVERSITY · LOUISIANA TECH UNIVERSITY · 2026

Flare cannot remove every barrier around youth sport. It can help ensure that progress, encouragement and connection do not disappear between sessions.

04WHAT GAME DESIGNERS ALREADY KNOW ABOUT WHY KIDS QUIT SPORT+
THE SHORT VERSION
Great games are engaging because they create clear goals, immediate responses and a constant sense of progress. These principles can strengthen real sport without replacing physical play.

GAMES RESPOND

When a player acts inside a well-designed game, the system acknowledges it. Sound, movement, scores and progress indicators create micro-feedback. Game designers often call this responsiveness “juice”.

THREE NEEDS BEHIND ENGAGEMENT

  • Competence: I am getting better.
  • Autonomy: I have meaningful choices.
  • Relatedness: I feel connected to others.

These are human motivational needs, not gaming tricks. Strong sport environments can serve them through achievable challenges, visible development and social play.

QUESTIONS ANSWERED

Why are games engaging?They combine clear goals, immediate feedback, visible progress, adjustable difficulty and connection.

Can these principles improve exercise?Yes, when movement remains the central experience.

SOURCE: RYAN, RIGBY & PRZYBYLSKI · UNIVERSITY OF ROCHESTER · 2006

Flare takes the engagement logic of gaming and points it towards real movement. The screen should not become the activity; it should make the activity more rewarding.

05THE PHONE IN YOUR POCKET CAN NOW DO WHAT A SPORTS LAB USED TO+
THE SHORT VERSION
Performance analysis once required specialist cameras and trained analysts. Mobile computer vision is making parts of that capability available through ordinary smartphones.

WHAT COMPUTER VISION CAN SEE

Modern systems can identify body landmarks, movement patterns, object locations, direction, trajectory, repetition and timing. Google Research demonstrated 33-landmark mobile pose tracking at more than 30 frames per second on a Pixel 2.

EDGE AI VERSUS CLOUD AI

  • Edge processing: fast responses, offline use, lower transfer and greater privacy control.
  • Cloud processing: access to larger models, with added connectivity, latency and data considerations.

PRIVACY BY DESIGN

Children’s technology must collect only what is necessary, explain processing clearly, secure data, limit retention and obtain parental consent where required. COPPA protects US children under 13. Ireland’s digital age of consent is 16.

QUESTIONS ANSWERED

Can a smartphone analyse sport?Yes, though accuracy depends on activity, camera position, environment and the model.

What is edge AI?It processes data directly on the device rather than relying entirely on a remote server.

SOURCE: BAZAREVSKY ET AL. · GOOGLE RESEARCH · 2020 · FTC COPPA GUIDANCE · IRISH DPC

Flare is exploring how smartphone computer vision can make useful feedback more accessible. The ambition is elite-level clarity delivered through technology families already own.

06ONE IN FIVE IRISH KIDS SPENT THEIR SUMMER AT A GAA CAMP+
THE SHORT VERSION
Irish grassroots sport does not have an interest problem. It has a continuity opportunity.

THE SCALE OF THE NETWORK

The GAA reported 134,029 Cúl Camp attendees in 2025, equivalent to approximately one in five Irish children aged 6 to 13. This is evidence of trust, local infrastructure and a national appetite for sport.

THE SPACE BETWEEN SESSIONS

A coach may see a player once or twice a week. Technology can support the relationship by setting take-home activities, recognising effort, providing a next step and extending a camp experience into continued play.

  • Keep clubs and coaches at the centre.
  • Support multi-sport movement rather than early specialisation.
  • Extend community connection beyond scheduled sessions.

QUESTIONS ANSWERED

How many attended Cúl Camps in 2025?The GAA reported 134,029 attendees.

How can technology support grassroots sport?By extending coaching, feedback and connection without attempting to replace the community.

SOURCE: GAELIC ATHLETIC ASSOCIATION · 2026 PARTICIPATION REPORT

Flare is football-first, but the engagement problem crosses every sport. Ireland is the ideal proving ground for technology that strengthens grassroots participation.

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© 2026 FLARE PLAYERRESEARCHED IN IRELAND. BUILT FOR THE WORLD.