Computer Supported Collaborative Sports: Creating Social Spaces Filled with Sports Activities

  • Volker Wulf
  • Eckehard F. Moritz
  • Christian Henneke
  • Kanan Al-Zubaidi
  • Gunnar Stevens
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3166)


We present the newly emerging research field of Computer Supported Collaborative Sports (CSCS). By applying innovative input and output technologies, it enables players to experience sportive activities in a shared computerized environment. Important dimensions in the design space of CSCS applications are discussed. Finally we present the FlyGuy, a prototypical realization of a CSCS device.


Computer Game Sport Activity Virtual Space Flight Simulation Table Tennis 
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.


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Al-Zubaidi, K., Stevens, G.: CSCP at Work. In: Proceedings of the Conference Mensch und Computer 2004 (MC 2004), Teubner (2004) (Stuttgart 2004 in press)Google Scholar
  2. 2.
    Anshel, M.A. (ed.): Dictionary of the Sports and Exercise Sciences. Human Kinetics Books, Illinois (1991)Google Scholar
  3. 3.
    Special Issue on Ubiquitous Games. In: Björk, S., Holopainen, J., Ljundstrand, P., Mandryk, R. (eds.) Personal and Ubiquitous Computing, vol. 6, pp. 358–361 (2002)Google Scholar
  4. 4.
    Friedl, M.: Online Game Interactivity Theory. Hingham, Charles River Media (2003)Google Scholar
  5. 5.
    Fritz, J., Fehr, W. (eds.): Handbuch Medien und Computer-Spiele, Bonn (1997)Google Scholar
  6. 6.
    IDSA: Interactive Digital Software Association,
  7. 7.
    Haag, H. (ed.): Sportphilosophie, Verlag Karl Hofmann, Schorndorf (1996)Google Scholar
  8. 8.
    Harvard, Å., Løvind, S.: ”Psst”-ipatory Design. Involving artists, technologists, students and children in the design of narrative toys. In: Binder, T., Gregory, J., Wagner, I. (eds.) Proceedings of the PDC 2002 Participatory Design Conference, Malmö (2002)Google Scholar
  9. 9.
    Heinemann, K.: Einführung in die Soziologie des Sports, Verlag Karl Hofmann, Schorndorf (1998)Google Scholar
  10. 10.
    Ishii, H., Wisneski, C., Orbanes, J., Chun, B., Paradiso, J.: PingPongPlus: Design of an Athletic-Tangible Interface for Computer-Supported Cooperative Play. In: Proceddings of CHI 1999, May 15–20, pp. 394–401. ACM-Press, New York (1999)Google Scholar
  11. 11.
    Johansen, R.: Current User Approaches to Groupware. In: Johansen, R. (ed.) Groupware, pp. 12–44. Freepress, New York (1988)Google Scholar
  12. 12.
    Magerkurth, C., Stenzel, R.: Computerunterstütztes kooperatives Spielen – Die Zukunft des Spieltisches. In: Ziegler, J., Szwillus, G. (eds.) Proceedings of Mensch & Computer 2003 (MC 2003), Stuttgart, September 7–10 (2003), TeubnerGoogle Scholar
  13. 13.
    Meyer, M.: Zur Entwicklung der Sportbedürfnisse, Dissertation, German Sports University, Cologne (1992)Google Scholar
  14. 14.
    Moritz, E.F., Steffen, J.: Test For Fun – ein Konzept für einen nutzerorientierten Sportgerätetest. In: Roemer et al (eds) Sporttechnologie zwischen Theorie und Praxis, pp. 43–63. Shaker Verlag, Aachen (2003)Google Scholar
  15. 15.
    Moritz, E.F.: Systematic Innovation in Popular Sports. In: 5th Conference of the International Sports Engineering Association, September 14-17 (2004), Davis CA, in pressGoogle Scholar
  16. 16.
    Mueller, F., Agamanolis, S., Picard, R.: Exertion Interface: Sports over a Distance for Social Bonding and Fun. In: Proceedings of CHI 2003, April 5–10, pp. 561–568. ACM-Press, New York (1999)Google Scholar
  17. 17.
    Mokka, S., Väätänen, A., Välkkynen, P.: Fitness Computer Games with a Bodily User Interface. In: Proceedings of the Second International Conference on Entertainment Computing, Pittsburgh, Pennsylvania, May 8–10. ACM International Conference Proceeding Series, pp. 1–3 (2003)Google Scholar
  18. 18.
    Ohshima, T., Satoh, K., Yamamoto, H., Tamura, H.: AR2 Hockey. In: Conference Abstracts and Applications of SIGGRAPH 1998, p. 110. ACM-Press, New York (1998)Google Scholar
  19. 19.
    Provenzo, E.F.: Video Kids: Making Sense of Nintendo. Harvard University Press, Cambridge (1991)CrossRefGoogle Scholar
  20. 20.
    Rauterberg, M.: Emotional Aspects of Shooting Activities: ‘Real’ versus ‘Virtual’ Actions and Targets. In: Proceedings of 2nd International Conference on Entertainment Computing (ICEC 2003), Pittsburgh, PA, ACM Digital Library, May 8–10 (2003)Google Scholar
  21. 21.
    Sanneblad, J., Holmquist, L.E.: Designing Collaborative Games on hand-held Computers. In: Proceedings of the SIGGRAPH 2003 conference on Sketches & applications: in conjunction with the 30th annual conference on Computer graphics and interactive techniques, San Diego, CA, July 27–31, ACM-Press, New York (2003)Google Scholar
  22. 22.
    Seay, A.F., Jerome, W.J., et al.: Project Massive 1.0: Organizational Commitment, Sociability and Extraversion in Massively Multiplayer Online Games. LEVEL UP Digital Games Research Conference, Utrecht University (2003)Google Scholar
  23. 23.
    Subic, A.J., Haake, S.J. (eds.): The Engineering of Sport 3. Blackwell Science, Cambridge (2000)Google Scholar
  24. 24.
    Ujihashi, S., Haake, S.J. (eds.): The Engineering of Sport 4. Blackwell Science, Cambridge (2002)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2004

Authors and Affiliations

  • Volker Wulf
    • 1
    • 3
  • Eckehard F. Moritz
    • 2
  • Christian Henneke
    • 2
  • Kanan Al-Zubaidi
    • 1
  • Gunnar Stevens
    • 1
  1. 1.Institute for Information SystemsUniversity of SiegenGermany
  2. 2.SportKreativWerkstatt, Technical University of MunichGermany
  3. 3.Fraunhofer Institute for Applied Information Technology (FhG-FIT)Sankt AugustinGermany

Personalised recommendations