Understanding Grassroots Sports Gamification in the Wild
Autor: | Knaving, Kristina, Woźniak, Pawel W., Niess, Jasmin, Poguntke, Romina, Fjeld, Morten, Björk, Staffan, Sub Human-Centered Computing, Human-Centered Computing |
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Přispěvatelé: | Sub Human-Centered Computing, Human-Centered Computing |
Jazyk: | angličtina |
Rok vydání: | 2018 |
Předmět: |
05 social sciences
Applied psychology Social environment 020207 software engineering 02 engineering and technology Grassroots Work (electrical) lead users 0202 electrical engineering electronic engineering information engineering 0501 psychology and cognitive sciences Sports coach gamification sports Psychology 050107 human factors Qualitative research |
Zdroj: | Proceedings of the 10th Nordic Conference on Human-Computer Interaction, 102. ACM STARTPAGE=102;TITLE=Proceedings of the 10th Nordic Conference on Human-Computer Interaction NordiCHI |
Popis: | While gamification is an often used tool in building interactive experiences for sports, little work has addressed systems designed by users for users and deeply embedded in the social setting of physical exercise. Consequently, a better understanding of sports gamification in the wild is needed to build systems that reflect the users' pre-existing social context. This paper presents a qualitative study of a gamification system, the Boar Board, designed by a sports coach to support users participating in regular exercises. Through surveys, interviews and observations over eight months, we built an understanding of the user adoption of the system and how the Boar Board supported the goals of the group. Based on this, we endeavour to understand the social aspects of the system, including trust, and posit a number of design considerations for future inquiry into gamification systems for sports. |
Databáze: | OpenAIRE |
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