2016
DOI: 10.3390/s16040586
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HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork

Abstract: This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, m… Show more

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Cited by 17 publications
(16 citation statements)
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“…These kind of tests are commonly used to derive quantitative evaluation of technological systems regarding to usability, and SUS has become a standard. Some recent works using these tests can be found in [28][29][30]. .…”
Section: Resultsmentioning
confidence: 99%
“…These kind of tests are commonly used to derive quantitative evaluation of technological systems regarding to usability, and SUS has become a standard. Some recent works using these tests can be found in [28][29][30]. .…”
Section: Resultsmentioning
confidence: 99%
“…Differently from some of the aforementioned platforms, it is worth pointing out that the research here presented is based on a non-commercial solution, as HybridPLAY is a self-developed technology initially designed to facilitate outdoor physical activity, verbal communication and teamwork [9]. In addition, the concept provided by HybridPLAY does not involve the use of a controller to play the games.…”
Section: Physical Activity Through Video Gamesmentioning
confidence: 99%
“…Within this context of active videogames, in this paper we bring a proof of concept in that it is feasible for the elderly to use HybridPLAY, a technology that involves active gaming, and that has previously been evaluated for other group of ages with satisfactory results [9] However, it is important to emphasize again that the aim of this work is not to evaluate HybridPLAY in terms of health/exercise improvement.…”
Section: Active Video Games For Adultsmentioning
confidence: 99%
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“…For the first case, the System Usability Scale (SUS) [24] was chosen whereas, for the second case, a total of 12 questions were composed, which were related to the user satisfaction of diverse characteristics of ROMOT (e.g., the 3D movies, multimodal content, etc.). Some recent works using these tests can be found in [25][26][27].…”
Section: Usability and Satisfaciton Testsmentioning
confidence: 99%