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Designing Digital Climbing Experiences through Understanding Rock Climbing Motivation

机译:通过了解攀岩动力来设计数字攀岩体验

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Interactive systems have been used successfully in sports to assist people in achieving their performance goals, however, we believe that some aspects are often overlooked. In this paper we focus on rock climbing and we examine existing work on climbing from varying fields, including sports science, psychology, and climbing literary works, in order to identify recurring motivational themes. In total we identify and describe five key themes from these works: "risk as a measure of progress", "maintaining challenge", "social engagement", "experiencing beauty and nature", and "documenting and reliving the experience". We then examine how existing digital climbing experiences address these themes and suggest ways in which these interactive climbing designs could embrace the themes they do not yet address. We believe this work will be important not only when designing digital climbing experiences, but also digital experiences for other extreme sports.
机译:交互式系统已成功地用于体育运动中,以帮助人们实现其绩效目标,但是,我们认为某些方面经常被忽略。在本文中,我们专注于攀岩,并研究了运动科学,心理学和攀岩文学作品等各个领域有关攀岩的现有工作,以识别重复出现的动机主题。总的来说,我们从这些作品中识别并描述了五个关键主题:“以风险衡量进步”,“保持挑战”,“社会参与”,“体验美丽与自然”以及“记录和重新体验”。然后,我们检查现有的数字攀岩体验如何解决这些主题,并提出这些交互式攀岩设计如何包含尚未解决的主题的方法。我们相信这项工作不仅在设计数字攀登体验时很重要,而且在其他极限运动中也同样重要。

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