Tailor My Zwift

Physical activity is entering the virtual realm. Zwift is an at-home cycling system that is enjoying increasing popularity, yet the specifics of the experience of a virtual cyclist have not been studied to date. Building virtual sports systems can make physical activity accessible to more diverse user groups. To understand how and why users engage in virtual cycling, we conducted n=22 interviews with Zwift users. Through charting the motivations behind using Zwift, we determined that it allowed users to engage in a range of cycling activities traditionally reserved for professional cyclists. Our work reports on key motivations and identifies five key strategies which Zwift uses to create an engaging virtual sports experience. Further, we discuss how Zwift creates a world of virtual professionalism. Our findings offer a structured understanding of the experience of Zwift which can be used to inspire the design of future virtual amateur sports systems.

[1]  J. Willamowski,et al.  FlexNav: Flexible Navigation and Exploration through Connected Runnable Zones , 2022, CHI.

[2]  Paweł W. Woźniak,et al.  EMStriker: Potentials of Enhancing the Training Process of Racket-based Sports via Electrical Muscle Stimulation , 2022, TEI.

[3]  Nilothpal Talukder,et al.  Personalizing Peloton: Combining Rankers and Filters To Balance Engagement and Business Goals , 2021, RecSys.

[4]  Markus Löchtefeld,et al.  Cycling@CHI: Towards a Research Agenda for HCI in the Bike Lane , 2021, CHI Extended Abstracts.

[5]  Elise van den Hoven,et al.  Out of Your Mind!? Embodied Interaction in Sports , 2021, CHI Extended Abstracts.

[6]  Pawel W. Wozniak,et al.  The Technology-Mediated Reflection Model: Barriers and Assistance in Data-Driven Reflection , 2021, CHI.

[7]  Niels Henze,et al.  Physiological and Perceptual Responses to Athletic Avatars while Cycling in Virtual Reality , 2021, CHI.

[8]  L. Passfield,et al.  Virtual Training of Endurance Cycling – A Summary of Strengths, Weaknesses, Opportunities and Threats , 2021, Frontiers in Sports and Active Living.

[9]  Seong-Wook Jang,et al.  Effects of Virtual Reality and Non–Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study , 2019, JMIR serious games.

[10]  Maartje M. A. de Graaf,et al.  Exploring Understandable Algorithms to Suggest Fitness Tracker Goals that Foster Commitment , 2020, NordiCHI.

[11]  Andreas Riener,et al.  No Need to Slow Down! A Head-up Display Based Warning System for Cyclists for Safe Passage of Parked Vehicles , 2020, AutomotiveUI.

[12]  Pawel W. Wo'zniak,et al.  Brotate and Tribike: Designing Smartphone Control for Cycling , 2020, MobileHCI.

[13]  Laia Turmo Vidal,et al.  BodyLights: Open-Ended Augmented Feedback to Support Training Towards a Correct Exercise Execution , 2020, CHI.

[14]  Damian J. Rivers,et al.  Strava as a discursive field of practice: Technological affordances and mediated cycling motivations , 2020 .

[15]  Perttu Hämäläinen,et al.  Movement Empowerment in a Multiplayer Mixed-Reality Trampoline Game , 2019, CHI PLAY.

[16]  Samantha Bond,et al.  Exergaming and Virtual Reality for Health: Implications for Cardiac Rehabilitation. , 2019, Current problems in cardiology.

[17]  Albrecht Schmidt,et al.  Clairbuoyance: Improving Directional Perception for Swimmers , 2019, CHI.

[18]  Andrii Matviienko,et al.  NaviBike: Comparing Unimodal Navigation Cues for Child Cyclists , 2019, CHI.

[19]  Elena Márquez Segura,et al.  ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup , 2019, CHI.

[20]  Christopher R Brennan-Horley,et al.  Cycling Assemblages, Self-Tracking Digital Technologies and Negotiating Gendered Subjectivities of Road Cyclists On-the-Move , 2019, Transforming Sport and Physical Cultures through Feminist Knowledges.

[21]  Thomas Andrianne,et al.  Aerodynamic drag in cycling team time trials , 2018, Journal of Wind Engineering and Industrial Aerodynamics.

[22]  Morten Fjeld,et al.  Movespace: on-body athletic interaction for running and cycling , 2018, AVI.

[23]  Arthur Henrique Bossi,et al.  Functional Threshold Power in Cyclists: Validity of the Concept and Physiological Responses , 2018, International Journal of Sports Medicine.

[24]  Michael D. Jones,et al.  HCI Outdoors: Understanding Human-Computer Interaction in Outdoor Recreation , 2018, CHI Extended Abstracts.

[25]  Pawel W. Wozniak,et al.  Supporting Meaningful Personal Fitness: the Tracker Goal Evolution Model , 2018, CHI.

[26]  Christof Lutteroth,et al.  Balancing different fitness levels in competitive exergames based on heart rate and performance , 2017, OZCHI.

[27]  Frederik Wiehr,et al.  FootStriker: An EMS-based Foot Strike Assistant for Running , 2017, IMWUT.

[28]  M. Stevenson,et al.  Validation of a bicycle simulator for road safety research. , 2017, Accident; analysis and prevention.

[29]  Antonio Krüger,et al.  DeceptiBike: Assessing the Perception of Speed Deception in a Virtual Reality Training Bike System , 2016, NordiCHI.

[30]  Björn Eskofier,et al.  Virtual and augmented reality in sports: an overview and acceptance study , 2016, UbiComp Adjunct.

[31]  Joe Marshall,et al.  Interaction in Motion: Designing Truly Mobile Interaction , 2016, Conference on Designing Interactive Systems.

[32]  Christoph Bartneck,et al.  Digitally Augmenting Sports: An Opportunity for Exploring and Understanding Novel Balancing Techniques , 2016, CHI.

[33]  Kasper Hornbæk,et al.  Momentary Pleasure or Lasting Meaning?: Distinguishing Eudaimonic and Hedonic User Experiences , 2016, CHI.

[34]  Joe Marshall,et al.  Jogging at CHI , 2016, CHI Extended Abstracts.

[35]  Ann Blandford,et al.  Qualitative HCI Research: Going Behind the Scenes , 2016, Synthesis Lectures on Human-Centered Informatics.

[36]  Tapio Lokki,et al.  Guided by music: pedestrian and cyclist navigation with route and beacon guidance , 2016, Personal and Ubiquitous Computing.

[37]  Morten Fjeld,et al.  Gesture Bike: Examining Projection Surfaces and Turn Signal Systems for Urban Cycling , 2015, ITS.

[38]  Gershon Tenenbaum,et al.  Motivation dimensions for running a marathon: A new model emerging from the Motivation of Marathon Scale (MOMS) , 2015, Journal of sport and health science.

[39]  Morten Fjeld,et al.  RUFUS: Remote Supporter Feedback for Long-Distance Runners , 2015, MobileHCI.

[40]  Adam Joinson,et al.  The use of self-monitoring solutions amongst cyclists: An online survey and empirical study , 2015 .

[41]  Morten Fjeld,et al.  Flow is Not Enough: Understanding the Needs of Advanced Amateur Runners to Design Motivation Technology , 2015, CHI.

[42]  Stina Nylander,et al.  Snot, Sweat, Pain, Mud, and Snow: Performance and Experience in the Use of Sports Watches , 2015, CHI.

[43]  Tiffany Ya Tang,et al.  Having Fun Over a Distance: Supporting Multiplayer Online Ball Passing Using Multiple Sets of Kinect , 2015, CHI Extended Abstracts.

[44]  Kaj Grønbæk,et al.  Keepin' it Real: Challenges when Designing Sports-Training Games , 2015, CHI.

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

[46]  Joe Marshall,et al.  HCI and sports , 2014, Interactions.

[47]  Morten Fjeld,et al.  Smart flashlight: map navigation using a bike-mounted projector , 2014, CHI.

[48]  A. Wall-Medrano,et al.  Gender- and hydration- associated differences in the physiological response to spinning. , 2014, Nutricion hospitalaria.

[49]  Martin R. Gibbs,et al.  Being chased by zombies!: understanding the experience of mixed reality quests , 2013, OZCHI.

[50]  Joe Marshall,et al.  HCI with sports , 2013, CHI Extended Abstracts.

[51]  Jon Whittle,et al.  HeartLink: open broadcast of live biometric data to social networks , 2013, CHI.

[52]  Judy Robertson,et al.  Understanding exergame users' physical activity, motivation and behavior over time , 2013, CHI.

[53]  Yue Gao,et al.  The acute cognitive benefits of casual exergame play , 2012, CHI.

[54]  Francisco Javier González-Castaño,et al.  RunWithUs: a social sports application in the ubiquitous Oulu environment , 2011, MUM.

[55]  Jennifer A. Joy-Gaba,et al.  Putting Like a Pro: The Role of Positive Contagion in Golf Performance and Perception , 2011, PloS one.

[56]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

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

[58]  Immy Holloway,et al.  Running free: Embracing a healthy lifestyle through distance running , 2010, Perspectives in public health.

[59]  E. Biddiss,et al.  Active video games to promote physical activity in children and youth: a systematic review. , 2010, Archives of pediatrics & adolescent medicine.

[60]  Taiwoo Park,et al.  Swan boat: pervasive social game to enhance treadmill running , 2009, ACM Multimedia.

[61]  Martin Pielot,et al.  Tacticycle: a tactile display for supporting tourists on a bicycle trip , 2009, Mobile HCI.

[62]  Johnny Saldaña,et al.  The Coding Manual for Qualitative Researchers , 2009 .

[63]  Martin R. Gibbs,et al.  Building a table tennis game for three players , 2007, ACE '07.

[64]  F. Mueller,et al.  Jogging over a distance: supporting a "jogging together" experience although being apart , 2007, CHI Extended Abstracts.

[65]  James A. Landay,et al.  Design requirements for technologies that encourage physical activity , 2006, CHI.

[66]  Tammy Toscos,et al.  Chick clique: persuasive technology to motivate teenage girls to exercise , 2006, CHI Extended Abstracts.

[67]  P. Forsyth,et al.  Toward a Theory of Professionalization , 1985 .

[68]  International Review for the Sociology of Sport , 1984 .

[69]  Jan-Gerrit Grotenhermen,et al.  Exploring the adoption of mixed-reality sport platforms: A qualitative study on ZWIFT , 2021, ECIS.

[70]  Yuri Seo,et al.  Professionalized consumption and identity transformations in the field of eSports , 2016 .

[71]  M. Lejoyeux,et al.  [Exercise addiction]. , 2013, Revue medicale de Liege.

[72]  W. Buxton Human-Computer Interaction , 1988, Springer Berlin Heidelberg.

[73]  V. Braun,et al.  Please Scroll down for Article Qualitative Research in Psychology Using Thematic Analysis in Psychology , 2022 .