“…Hand in hand with this, a proliferation of mobile technologies dedicated to sports and exercise has emerged, such as watches, sensors, and apps. This technical and commercial development has brought increased attention of HCI to the domain of sports and novel ways of using technology in sports activities, examples include social sharing of heart-rate during cycling [34], interactive shirts for sharing running data [33], and novel feedback mechanisms for golfers [28], skiers [21], and runners [27]. So far, a significant part of the research in interactive sports technologies has been concerned with socio-motivational technologies [2,23,24], new forms of play [12,15], gamification [5], bodily interaction [36], and explorations of technical challenges for wearable sports technologies [3,4,21,39].…”