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Designing digital climbing experiences through understanding rock climbing motivation

conference contribution
posted on 2024-10-31, 17:56 authored by Richard Byrne, Florian Floyd Mueller
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.

History

Related Materials

  1. 1.
    DOI - Is published in 10.1007/978-3-662-45212-7_12
  2. 2.
    ISBN - Is published in 9783662452110 (urn:isbn:9783662452110)

Start page

92

End page

99

Total pages

8

Outlet

Proceedings of the 13th International Conference Entertainment Computing ICEC 2014

Editors

Yusuf Pisan, Nikitas Marinos Sgouros, Tim Marsh

Name of conference

ICEC 2014

Publisher

Springer

Place published

Heidelberg, Germany

Start date

2014-10-01

End date

2014-10-03

Language

English

Copyright

© 2014 IFIP International Federation for Information Processing

Former Identifier

2006049003

Esploro creation date

2020-06-22

Fedora creation date

2015-01-21

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