23,386 research outputs found

    Gamification of sports media coverage: an infotainment approach to Olympics and Football World Cups

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    Sports media coverage of mega-events is partly oriented to gamification, the use of game elements and game design techniques in non-gaming contexts. This infotainment approach to events has been developed by media outlets as an original and effective way to capture wider audience attention and to place events in context before a competition starts. This article examines 28 gamified sports pieces developed by media outlets from seven countries during the last two Olympics (2016 Summer Olympics in Rio and 2018 Winter Olympics in Pyeongchang) and Football World Cups (2014 in Brazil and 2018 in Russia). This sample comprises two categories following Ferrer-Conill (2015): ā€œgamified piecesā€ (game like elements that are part of a bigger interactive feature) and ā€œnewsgamesā€ (more sophisticated pieces often included in complex graphics or multimedia content). The results show that, despite its entertaining formula, gamification serves mainly informational purposes and adds value to sports coverage. Especially in the Summer and Winter Olympics, gamified sports pieces tend to be explanatory and data-driven in order to inform the audience about nonmainstream sports

    Children's Health: Evaluating the Impact of Digital Technology. Final Report for Sunderland City Council.

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    EXECUTIVE SUMMARY The Childrenā€™s Health project sponsored by the City of Sunderland Digital Challenge project examined the impact of providing health-focused digital technologies to children aged 11-15 years, in terms of their usage and requirements of such technologies, and their subsequent behavioural changes. The empirical study ran with three groups of six children over a period of seven weeks for each group. A console-based exercise game and an exercise-focused social website were used in the study and the focus was on opportunistic (unstructured/unplanned) exercise. The emergent findings are: ā€¢ Data collected about physical activity must be more extensive than simple step counts. ā€¢ Data collection technologies for activities must be ubiquitous but invisible. ā€¢ Social interaction via technology is expected; positive messages reinforcing attainments of goals are valued; negative feedback is seen as demotivating. ā€¢ participants were very open to sharing information (privacy was not a concern). ā€¢ Authority figures have a significant impact on restricting adolescentsā€™ use of technologies. This document reports the how the study was conducted, analyses the findings and draws conclusions from these regarding how to use digital technologies to improve and/or maintain the physical activity levels of children throughout their adolescence and on into adulthood. The appendices provide the detailed (anonymised) data collected during the study and the background literature review

    Augmenting traditional playground games to enhance game experience

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    Technology can provide engaging game experiences. However, it can also decrease the exhibition of essential play behavior such as social interaction and physical activity. In this paper, we discuss how the Interactive Tag Playground (ITP) can enhance the traditional tag game experience by making it more enjoyable and immersive without sacrificing social and physically active behavior. Additionally, we also show it can double as a research tool to analyze player behavior using data obtained in-game. These conclusions are derived from a user study and behavior analysis of participants playing traditional and interactive tag game sessions. The findings lead us to believe that the ITP can provide an engaging tag experience while facilitating the analysis of player behavior and promoting key aspects of play

    Virtual and Authentic Tennis: Similarities and Differences of Three Common Tennis Strokes

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    The purpose of this mixed-methods multi-phase study was to compare the similarities and differences of three common tennis strokes performed by National Collegiate Athletic Association Division I tennis players in an authentic and motion-based video game (MBVG) environment. Moreover, the perceived effectiveness of using MBVGs as a pedagogical tool was also examined. Statistical analyses revealed that the forehand, backhand, and serve were performed significantly different in the authentic and MBVG environments. However, the participants perceived that the MBVG forehand and serve were similar to the authentic environment. In addition, the participants perceived several positives and negatives of utilizing MBVGs when teaching sports skills, particularly in reference to beginner and experienced tennis athletes. Implications of these findings for physical educators and coaches are discussed

    Wheelchair-based game design for older adults

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    Few leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older adults. In our work, we address the design of wheelchair-accessible motion-based games. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games, and Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs. Results of two studies show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage older adults. Through the application of the wheelchair as an enabling technology in play, our work has the potential of encouraging older adults to develop a positive relationship with their wheelchair. Copyright 2013 ACM
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