Computing and Information Systems - Theses

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    Designing sports: exertion games
    Mueller, Florian (Floyd) ( 2010)
    Exertion games are computer games that require intense physical effort from its users. Unlike traditional computer games, exertion games offer physical health benefits in addition to the social benefits derived from networked games. This thesis contributes an understanding of exertion games from an interaction design perspective to support researchers analysing and designers creating more engaging exertion games. Playing with other participants can increase engagement and hence facilitate the associated benefits. Computer technology can support such social play by expanding the range of possible participants through networking advances. However, there is a lack of understanding how technological design can facilitate the relationship between exertion and social play, especially in mediated environments. In response, this thesis establishes an understanding of how mediating technology can support social exertion play, in particular when players are in geographically distant locations. This understanding is forged through the design of three “sports over a distance” games. The experience of engaging with them was studied qualitatively to gain a rich understanding of how design facilitates social play in exertion games. The three games “Jogging over a Distance”, “Table Tennis for Three”, and “Remote Impact - Shadowboxing over a Distance” allow investigating different perspectives of mediated exertion play, since they represent three categories of richness on a social play continuum across both the virtual and the physical world. Studies of the experience of engaging with the three games resulted in an exertion framework that consists of six conceptual themes framed by four perspectives on the body and three on games. A fourth study demonstrated that the understanding derived from the investigation of the use and design of the games can support designers and researchers with the analysis of existing games and aid the creative process of designing new exertion games. This thesis provides the first understanding of how technology design facilitates social play in exertion games. In doing so, it expands our knowledge of how to design for the active body, broadening the view of the role of the body when interacting with computers. Offering an increased understanding of exertion games enables game designers to create more engaging games, hence providing players more reasons to exert their bodies, supporting them in profiting from the many benefits of exertion.
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    Understanding participation in passion-centric social network sites
    PLODERER, BERND ( 2011)
    Passion describes a strong inclination towards an activity that people like and find important. It provides people with meaningful goals, facilitates personal development, and enriches their social lives. On the other hand, passion can be a source of tension with other areas of everyday life, which demands sacrifices, risks, and sometimes even suffering. The aim of this thesis is to explore the relationship between technology and passion. In particular, this thesis addresses a gap in our understanding of participation in social network sites designed to support people’s passions. While related work indicates the potential of passion-centric social network sites to enhance passion, little is known about how participation in these sites may complicate or otherwise influence passion. I conducted three empirical studies to address this gap. Study 1 and 2 examined bodybuilding and the social network site BodySpace, whereas study 3 focussed on analogue photography and Flickr. In all three studies I used a field research approach to examine passion and participation in social network sites as well as related offline settings. Study 1 identified three different categories of online participation: tool, community, and theatre. These three categories showed how passion-centric social network sites both support and constrain the development of skills, social relations, and identities related to passion. Study 2 expanded on these findings, showing how online participation and passion vary between amateurs and related professionals. Study 3 evaluated the findings from study 1 and 2 in a different context. This study refined earlier findings on participation and its influence on passion, and it showed which of these findings are applicable to different domains. Through these studies, this thesis contributes to current research in three distinct, but interrelated ways. First, the findings extend existing models of online participation by showing variations between the different categories of participation of amateurs and professionals. Second, this thesis extends current understanding of social relations on passion-centric social network sites by showing how and why users connect with different kinds of strangers as well as with groups of friends and peers. Finally, this thesis extends current understanding of passion in the context of social network sites. While existing sites support people in achieving their goals, they appear limited in mitigating sacrifices and risks, and thus they may adversely complicate passion. This thesis discusses practical implications emerging from these findings that address this challenge. It concludes with a call for novel technologies to mitigate sacrifices and to facilitate harmonious passion.