Keepin' it Real: Challenges when Designing Sports-Training Games

Using game elements and mechanics in sports training holds great potential for increasing player enjoyment, but also introduces a risk of reducing training relevance. This paper describes a novel training installation for individual handball training, called "The Bouncer", and the design process behind three training games. In order to investigate how game elements can affect the training experience, we conducted a study with 10 experienced amateur handball players, eliciting responses regarding the training relevance of the games. Based on the study and our design insights, we propose three challenges that designers of interactive sports-training games need to consider: 1) Maintaining relevance when translating physical elements into digital representations. 2) Choosing an appropriate level of sensing as game input. 3) Introducing points in training exercises without reducing sport relevance. For the three challenges, we propose strategies to help future designers of training games.

[1]  Benoît Lenzen,et al.  Situated analysis of team handball players' decisions: An exploratory study , 2009 .

[2]  Marcus Müller Historische Semantik aus der Sicht der Kunstgeschichte – sowie aus der Sicht auf die Kunstgeschichte , 2011 .

[3]  Martin R. Gibbs,et al.  Remote impact: shadowboxing over a distance , 2008, CHI Extended Abstracts.

[4]  Perttu Hämäläinen,et al.  Body-controlled trampoline training games based on computer vision , 2013, CHI Extended Abstracts.

[5]  Kaj Grønbæk,et al.  Design sensitivities for interactive sport-training games , 2014, Conference on Designing Interactive Systems.

[6]  Stefan Agamanolis,et al.  Exertion interfaces: sports over a distance for social bonding and fun , 2003, CHI '03.

[7]  Franck Multon,et al.  Does the Level of Graphical Detail of a Virtual Handball Thrower Influence a Goalkeeper's Motor Response? , 2009, Journal of sports science & medicine.

[8]  Daniel Spelmezan An investigation into the use of tactile instructions in snowboarding , 2012, Mobile HCI.

[9]  Eric B. Hekler,et al.  "healthifying" exergames: improving health outcomes through intentional priming , 2014, CHI.

[10]  T. McMorris,et al.  Acquisition and Performance of Sports Skills , 2004 .

[11]  Joseph G. Johnson,et al.  Expertise-based differences in search and option-generation strategies. , 2007, Journal of experimental psychology. Applied.

[12]  James Fogarty,et al.  Game design principles in everyday fitness applications , 2008, CSCW.

[13]  Taiwoo Park,et al.  Transforming solitary exercises into social exergames , 2012, CSCW.

[14]  Martin R. Gibbs,et al.  A table tennis game for three players , 2006, OZCHI '06.

[15]  Chantal Wouters,et al.  An exploratory study , 2003 .

[16]  Richard M. Ryan,et al.  Glued to Games: How Video Games Draw Us In and Hold Us Spellbound , 2011 .

[17]  Steve Benford,et al.  Ambiguity as a resource for design , 2003, CHI '03.

[18]  Jennifer G. Sheridan,et al.  Designing sports: a framework for exertion games , 2011, CHI.

[19]  Bruno Arnaldi,et al.  Virtual reality applied to sports: do handball goalkeepers react realistically to simulated synthetic opponents? , 2004, VRCAI '04.

[20]  Damian Farrow,et al.  Does Visual-Perceptual Training Augment the Fielding Performance of Skilled Cricketers? , 2011 .

[21]  Martin Ludvigsen,et al.  Interaction technology for collective and psychomotor training in sports , 2011, Advances in Computer Entertainment Technology.

[22]  Perttu Hämäläinen Interactive video mirrors for sports training , 2004, NordiCHI '04.

[23]  Nigel W. John,et al.  A review of virtual environments for training in ball sports , 2012, Comput. Graph..