Full Text

Turn on search term navigation

© 2020. This work is published under http://archive.ceciis.foi.hr/app/index.php/ceciis/archive (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.

Abstract

The objective of this paper is to present the use of Gamification in Smart Sports Training. Gamification is related to the use of game elements in non-game contexts. While Smart Sports Training incorporates the use of wearables, sensors, and Internet of Things devices and or intelligent data analysis methods to improve training performance. Until recently, Gamification was rarely applied to Smart Sports Training. In this paper, we designed and proposed a gamified solution for a mobile application that represents a virtual sports trainer. The architecture of this application is systematically outlined and supported by practical use. Positive aspects of Gamification in Smart Sports Training are depicted.

Details

Title
The Use of Gamification in Smart Sport Training
Author
Rajšp, Alen 1 ; Heričko, Marjan 1 ; Fister, Iztok, Jr 1 

 Faculty of Electrical Engineering and Computer Science, University of Maribor Institute of Informatics Koroška cesta 46, 2000 Maribor, Slovenia 
Pages
113-120
Publication year
2020
Publication date
2020
Publisher
Faculty of Organization and Informatics Varazdin
ISSN
18472001
e-ISSN
18482295
Source type
Conference Paper
Language of publication
English
ProQuest document ID
2531377525
Copyright
© 2020. This work is published under http://archive.ceciis.foi.hr/app/index.php/ceciis/archive (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.