Next Article in Journal
Sensor Monitoring of Physical Activity to Improve Glucose Management in Diabetic Patients: A Review
Next Article in Special Issue
Quaternion-Based Gesture Recognition Using Wireless Wearable Motion Capture Sensors
Previous Article in Journal
VitiCanopy: A Free Computer App to Estimate Canopy Vigor and Porosity for Grapevine
Previous Article in Special Issue
Potential of IMU Sensors in Performance Analysis of Professional Alpine Skiers
Open AccessArticle

HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork

Industrial Systems Engineering and Design Department, Universitat Jaume I, Castelló de la Plana 12071, Spain
Fine Arts Department, Universidad de Murcia, Murcia 30800, Spain
Institute of Robotics and Information and Communication Technologies, Universitat de València, València 46010, Spain
Author to whom correspondence should be addressed.
Academic Editors: Fabrizio Lamberti, Andrea Sanna and Jon Rokne
Sensors 2016, 16(4), 586;
Received: 31 December 2015 / Revised: 9 April 2016 / Accepted: 20 April 2016 / Published: 23 April 2016
(This article belongs to the Special Issue Sensors for Entertainment)
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, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing by almost 2000 users around the world (in workshops, artistic events, conferences, etc.). Here, we present the temporal evolution of HybridPLAY with the different versions of the sensors and the video games, and a detailed technical description of the sensors and the way interactions are produced. We also present the outcomes after the evaluation by users at different events and workshops. We believe that HybridPLAY has great potential to contribute to increased physical activity in kids, and also to improve the learning process and monitoring at school centres by letting users create the content of the apps, leading to new narratives and fostering creativity. View Full-Text
Keywords: entertainment; physical activity; video games; children; playgrounds; ubiquitous entertainment; physical activity; video games; children; playgrounds; ubiquitous
Show Figures

Graphical abstract

MDPI and ACS Style

Díaz, D.J.; Boj, C.; Portalés, C. HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork. Sensors 2016, 16, 586.

Show more citation formats Show less citations formats
Note that from the first issue of 2016, MDPI journals use article numbers instead of page numbers. See further details here.

Article Access Map by Country/Region

Search more from Scilit
Back to TopTop