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SwimTrain: Exploring Exergame Design for Group Fitness Swimming

Published: 07 May 2016 Publication History

Abstract

We explore design opportunities for using interactive technologies to enrich group fitness exercises, such as group spinning and swimming, in which an instructor guides a workout program and members synchronously perform a shared physical activity. As a case study, we investigate group fitness swimming. The design challenge is to coordinate a large group of people by considering trade-offs between social awareness and information overload. Our resulting group fitness swimming game, SwimTrain, allows a group of people to have localized synchronous interactions over a virtual space. The game uses competitive and cooperative phases to help group members acquire group-wide awareness. The results of our user study showed that SwimTrain provides socially-enriched swimming experiences, motivates swimmers to follow a training regimen and exert more intensely, and allows strategic game play dealing with skill differences among swimmers. Consequently, we propose several practical considerations for designing group fitness exergames.

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cover image ACM Conferences
CHI '16: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
May 2016
6108 pages
ISBN:9781450333627
DOI:10.1145/2858036
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 07 May 2016

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Author Tags

  1. exertion games
  2. group fitness
  3. swimming

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  • Institute for Information & Communications Technology Promotion

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CHI'16
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CHI'16: CHI Conference on Human Factors in Computing Systems
May 7 - 12, 2016
California, San Jose, USA

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CHI '16 Paper Acceptance Rate 565 of 2,435 submissions, 23%;
Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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CHI Conference on Human Factors in Computing Systems
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  • (2024)Exploring the Design of Playful Devices for SurfingCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678786(200-207)Online publication date: 14-Oct-2024
  • (2024)Grand challenges in WaterHCIProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642052(1-18)Online publication date: 11-May-2024
  • (2023)Binary Social Game: A Principle for Enhancing Desired Behaviors through Asynchronous Social InteractionsAdjunct Proceedings of the 2023 ACM International Joint Conference on Pervasive and Ubiquitous Computing & the 2023 ACM International Symposium on Wearable Computing10.1145/3594739.3610684(25-29)Online publication date: 8-Oct-2023
  • (2023)Increasing motivation in social exercise games: personalising gamification elements to player typeBehaviour & Information Technology10.1080/0144929X.2023.2255293(1-31)Online publication date: 13-Sep-2023
  • (2023)Investigating the use of Spatialized Audio Augmented Reality to enhance the outdoor running experienceEntertainment Computing10.1016/j.entcom.2022.10053444(100534)Online publication date: Jan-2023
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  • (2021)Augmenting Team Games With a Ball to Promote Cooperative PlayAugmented Human Research10.1007/s41133-021-00045-36:1Online publication date: 7-Apr-2021
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