TY - GEN
T1 - Physicalwarm-up games exploring the potential of play and technology design
AU - Segura, Elena M.rquez
AU - Vidal, Laia Turmo
AU - Waern, Annika
AU - Duval, Jared
AU - Bel, Luis Parrilla
AU - Bertran, Ferran Altarriba
N1 - Publisher Copyright:
© 2021 ACM.
PY - 2021/5/6
Y1 - 2021/5/6
N2 - Warm-up games are widespread practices in multiple activities across domains, yet little scholarly work can be found about their role in physical training. Here, we study potential goals and benefits of warm-up games, and explore opportunities for technology inclusion through investigating a collection of warm-up games gathered: online, from a survey of online warm-up games curated, described, and used by Physical Education teachers; and in person, from an ongoing design research work as part of a technologysupported circus training course. Further, in the context of the latter, we conducted explorative design interventions, augmenting a range of the warm-up games with wearable technology. Our work surfaces major goals and benefits of warm-up games, which can be broadly classified as preparing participants physically, socially, and mentally. We also show how the inclusion of open-ended technology can support these goals and discuss broader opportunities for technology inclusion in warm-up games.
AB - Warm-up games are widespread practices in multiple activities across domains, yet little scholarly work can be found about their role in physical training. Here, we study potential goals and benefits of warm-up games, and explore opportunities for technology inclusion through investigating a collection of warm-up games gathered: online, from a survey of online warm-up games curated, described, and used by Physical Education teachers; and in person, from an ongoing design research work as part of a technologysupported circus training course. Further, in the context of the latter, we conducted explorative design interventions, augmenting a range of the warm-up games with wearable technology. Our work surfaces major goals and benefits of warm-up games, which can be broadly classified as preparing participants physically, socially, and mentally. We also show how the inclusion of open-ended technology can support these goals and discuss broader opportunities for technology inclusion in warm-up games.
KW - Circus
KW - Play
KW - Playification
KW - Training technology probes
KW - Warm-up games
KW - Wearables
UR - http://www.scopus.com/inward/record.url?scp=85106764596&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85106764596&partnerID=8YFLogxK
U2 - 10.1145/3411764.3445163
DO - 10.1145/3411764.3445163
M3 - Conference contribution
AN - SCOPUS:85106764596
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2021 - Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
T2 - 2021 CHI Conference on Human Factors in Computing Systems: Making Waves, Combining Strengths, CHI 2021
Y2 - 8 May 2021 through 13 May 2021
ER -