Abstract
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.
Chapter PDF
Similar content being viewed by others
Keywords
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
References
Anderson, R., Harrison, A., Lyons, G.M.: Rowing: Accelerometry-based feedback-can it improve movement consistency and performance in rowing? Sports Biomechanics 4(2), 179–195 (2005)
Bächlin, M., Förster, K., Tröster, G.: Swimmaster: a wearable assistant for swimmer. In: Proceedings of the 11th International Conference on Ubiquitous Computing, pp. 215–224. ACM (2009)
Bencho, B.: Brian Bencho: Hack A Day Blog - Wall-O-Tron, the inter-active rock climbing wall (2013), http://hackaday.com/2013/06/26/wall-o-tron-the-interactive-rock-climbing-wall/ (accessed: April 07, 2014)
Csikszentmihalyi, M.: Flow: The psychology of optimal experience, vol. 41. Harper Perennial, New York (1991)
Csikszentmihalyi, M., Csikszentmihalyi, I.S.: Optimal experience: Psychological studies of ow in consciousness. Cambridge University Press (1992)
Daiber, F., Kosmalla, F., Krüger, A.: BouldAR – Using Augmented Reality to Support Collaborative Boulder Training, pp. 1–6 (February 2013)
De Leseleuc, E., Gleyse, J., Marcellini, A.: The practice of sport as political expression? rock climbing at claret, france. International Sociology 17(1), 73–90 (2002)
Ewert, A.W.: Playing the edge motivation and risk taking in a high-altitude wilderness like environment. Environment and Behavior 26(1), 3–24 (1994)
Ewert, A.W., Hollenhorst, S.J.: Adventure recreation and its implications for wilderness. International Journal of Wilderness 3(2), 21–26 (1997)
Fave, A.D., Bassi, M., Massimini, F.: Quality of experience and risk perception in high-altitude rock climbing. Journal of Applied Sport Psychology 15(1), 82–98 (2003)
Fuss, F.K., Niegl, G.: Instrumented climbing holds and performance analysis in sport climbing. Sports Technology 1(6), 301–313 (2008)
Google Glass (2014), http://www.google.com/glass/start/ (accessed April 04, 2014)
Kajastila, R., Hämäläinen, P.: Augmented climbing: Interacting with projected graphics on a climbing wall. In: Proceedings of the Extended Abstracts of the 32nd Annual ACM Conference on Human Factors in Computing Systems, CHI EA 2014, pp. 1279–1284. ACM, New York (2014)
Ladha, C., Hammerla, N.Y., Olivier, P., Plötz, T.: ClimbAX. In: The 2013 ACM International Joint Conference, p. 235. ACM Press, New York (2013)
Levenhagen, M.: A stage model of why climbers climb and how it frames the discussions of recent climbing controversies. Journal of Mountaineering, 16–33 (2010)
Liljedahl, M., Lindbergand, S., Berg, J.: Digiwall: an interactive climbing wall. Advances in Computer Entertainment Technology, 225–228 (2005)
Louková, T., Vomáčko, L.: Motivation for climbing and mountaineering. In: 4th International Mountain and Outdoor Sports Conference. Outdoor Activities in Educational and Recreational Programmes, pp. 135–139 (2008)
MacKenzie, M. In the Footsteps of Mallory and Irvine: The Wildest Dream. John Murray (2009)
Nike Plus (2014), https://secure-nikeplus.nike.com/plus/ (accessed April 04, 2014)
Rogers, Y., Sharp, H., Preece, J.: Interaction design: beyond human computer interaction. John Wiley & Sons (2011)
Run Keeper (2014), http://runkeeper.com/ (accessed April 04, 2014)
Simpson, J.: The Beckoning Silence. Mountain Books (2003)
Twight, M.: Kiss Or Kill: Confessions of a Serial Climber. The Mountaineers Books (2001)
Vause, M.: Mountaineering: The heroic expression of our age. In: Personal, Societal, and Ecological Values of Wilderness: Sixth World Wilderness Congress, vol. 2, pp. 83–86 (2000)
Vomáčko, L., Gável, L.: Motivation to mountaineering. In: 5th International Mountain and Outdoor Sports Conference. Outdoor Activities in Educational and Recreational Programmes, pp. 122–142 (2010)
Walmink, W., Chatham, A., Mueller, F.: Interaction opportunities around helmet design. In: CHI 2014 Extended Abstracts on Human Factors in Computing Systems, CHI EA 2014, pp. 367–370. ACM, New York (2014)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2014 IFIP International Federation for Information Processing
About this paper
Cite this paper
Byrne, R., Mueller, F.‘. (2014). Designing Digital Climbing Experiences through Understanding Rock Climbing Motivation. In: Pisan, Y., Sgouros, N.M., Marsh, T. (eds) Entertainment Computing – ICEC 2014. ICEC 2014. Lecture Notes in Computer Science, vol 8770. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-662-45212-7_12
Download citation
DOI: https://doi.org/10.1007/978-3-662-45212-7_12
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-662-45211-0
Online ISBN: 978-3-662-45212-7
eBook Packages: Computer ScienceComputer Science (R0)