Understanding grassroots sports gamification in the wild
Paper in proceeding, 2018

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.

Author

Kristina Knaving

University of Gothenburg

Pawel Wozniak

University of Stuttgart

Utrecht University

Chalmers, Computer Science and Engineering (Chalmers), Interaction design

Jasmin Niess

Ludwig Maximilian University of Munich (LMU)

Romina Poguntke

University of Stuttgart

Morten Fjeld

Chalmers, Computer Science and Engineering (Chalmers), Interaction design

Staffan Björk

University of Gothenburg

ACM International Conference Proceeding Series

102-113
978-1-4503-6437-9 (ISBN)

10th Nordic Conference on Human-Computer Interaction, NordiCHI 2018
Oslo, Norway,

Subject Categories

Interaction Technologies

Information Science

Human Computer Interaction

DOI

10.1145/3240167.3240220

More information

Latest update

3/21/2023