Representing and Reconciling Personal Data and Experience in a Wearable Technology Gaming Project

Representing and Reconciling Personal Data and Experience in a Wearable Technology Gaming Project
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在可穿戴技术游戏项目中表示和协调个人数据和经验

DOI:
10.1109/tlt.2016.2602265
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发表时间:
2016
影响因子:
3.7
通讯作者:
R. Rashedi
R. Rashedi
中科院分区:
教育学2区
文献类型:
--
作者:
Cynthia Carter Ching;M. K. Stewart;Danielle Hagood;R. Rashedi

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现存的文献在很大程度上没有研究用户如何批判性地参与他们的身体活动监视器,因为客观数据的意义通常被认为上级用户的主观现实。然而,我们的研究探讨了中学生如何遇到他们的数据表示,因为它是在网络游戏中转换和可操作的。这项民族志研究说明了青年如何协商他们的数据和具体经验之间的冲突。使用扎根理论方法,我们对采访和焦点小组的分析揭示了新出现的阻力类别,例如年轻人评估设备的不兼容性、对设备的步数准确性和同步提出异议,以及对游戏的步数转换提出异议。特别是,我们强调的方式,青年有时特权的设备的看似准确的数据,他们的具体回忆。这篇文章还提供了一个在实施过程中的一天的情况下,当年轻人聚集在一个单一的形式的阻力,游戏转换,并检查他们的推理和替代形式的数据验证,我们看到在那一天的行动。最后,我们讨论的好处,学习和关键的参与,导致用户的纠纷,并得出结论,在设计身体活动监测参与的承诺,而不是完全说服或奖励。
Extant literature has largely not examined how users critically engage with their physical activity monitors, as objective data sense-making is often deemed superior to users' subjective realities. Our research, however, examines how middle-school youth encounter the representation of their data, as it is converted and actionable in an online game. This ethnographic study illustrates how youth negotiate conflicts between their data and embodied experience. Using a grounded theory approach, our analysis of interviews and focus groups reveals emergent categories of resistance such as youth evaluating the incompatibility of the device, disputing the device's step-count accuracy and syncing, and disputing the game's conversion of steps. In particular, we highlight the ways youth sometimes privileged their embodied recollections over the device's seemingly accurate data. The article also provides a case of a day during implementation when youth converged on a single form of resistance, game conversion, and examines their reasoning and alternate forms of data validation that we saw in-action on that day. Finally, we discuss benefits to learning and critical engagement that result from users' disputes and conclude by positing the promise in designing physical activity monitors for engagement, instead of exclusively persuasion or reward.
医疗保健严肃游戏:应用和影响。
DOI: 10.1089/g4h.2013.0062
发表时间: 2013
影响因子: 3.5
作者:
Lu,AmyShirong
通讯作者: Lu,AmyShirong