Tailor My Zwift

Author:

Bentvelzen Marit1,Savino Gian-Luca2,Niess Jasmin2,Masthoff Judith1,Wozniak Paweł W.3

Affiliation:

1. Utrecht University, Utrecht, Netherlands

2. University of St. Gallen, St. Gallen, Switzerland

3. Chalmers University of Technology, Gothenburg, Sweden

Abstract

Physical activity is entering the virtual realm. Zwift is an at-home cycling system that is enjoying increasing popularity, yet the specifics of the experience of a virtual cyclist have not been studied to date. Building virtual sports systems can make physical activity accessible to more diverse user groups. To understand how and why users engage in virtual cycling, we conducted n=22 interviews with Zwift users. Through charting the motivations behind using Zwift, we determined that it allowed users to engage in a range of cycling activities traditionally reserved for professional cyclists. Our work reports on key motivations and identifies five key strategies which Zwift uses to create an engaging virtual sports experience. Further, we discuss how Zwift creates a world of virtual professionalism. Our findings offer a structured understanding of the experience of Zwift which can be used to inspire the design of future virtual amateur sports systems.

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Networks and Communications,Human-Computer Interaction,Social Sciences (miscellaneous)

Cited by 6 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. A comparative analysis of game experience in treadmill running applications;Entertainment Computing;2025-01

2. From Metrics to Experiences: Investigating How Sport Data Shapes the Social Context, Self-Determination and Motivation of Athletes;Interacting with Computers;2024-05-14

3. Learning from Cycling: Discovering Lessons Learned from CyclingHCI;Extended Abstracts of the CHI Conference on Human Factors in Computing Systems;2024-05-11

4. BikeSimWS: Workshop on Simulators, Scenarios, and Test Standard for Bicycle Research;Proceedings of the 22nd International Conference on Mobile and Ubiquitous Multimedia;2023-12-03

5. Perceptions of Cheating and Doping in E-Cycling;Sports;2023-10-14

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