Understanding Grassroots Sports Gamification in the Wild

Publication date

2018

Authors

Knaving, Kristina
Woźniak, Paweł W.ORCID 0000-0003-3670-1813ISNI 0000000492960438
Niess, Jasmin
Poguntke, Romina
Fjeld, Morten
Björk, Staffan

Editors

Advisors

Supervisors

Document Type

Part of book
Open Access logo

License

taverne

Abstract

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.

Keywords

sports, gamification, lead users, Taverne

Citation

Knaving, K, Woźniak, P W, Niess, J, Poguntke, R, Fjeld, M & Björk, S 2018, Understanding Grassroots Sports Gamification in the Wild. in Proceedings of the 10th Nordic Conference on Human-Computer Interaction. NordiCHI '18, Association for Computing Machinery, New York, NY, USA, pp. 102-113. https://doi.org/10.1145/3240167.3240220