2K-Reality and the Compliant Sports Augmentation Framework for Grassroots Sports †
Abstract
:1. Introduction
2. Methods
3. Results
3.1. 2K-Reality
3.2. The Compliant Sports Augmentation Framework (CSAF)
4. Discussion
4.1. Internal Logic
- The spatial dimension encourages the design of sports technology that consolidates and enhances existing playspace structures, for example, the flexible grassroots playspaces, such as playgrounds and parks, streets and driveways, backyards and beaches etc. The continuum also discourages the design of sports technology that may affect spatial play patterns by intervening within the boundaries of play.
- The temporal dimension prioritises integrating sports technology with the rhythms of a sport — designs that accord with play action, play transitions and play breaks—and avoid interrupting the temporality of play patterns.
- The practical dimension concerns the access and equity of sports equipment. The continuum promotes designs that maintain fairness by enhancing existing equipment in preference to adding elements or introducing new equipment that may contravene accepted norms.
4.2. Values and Norms
- 4.
- The social dimension encourages sports technology designs that create inclusive social experiences, which promote, expand and support in-person social interactions, including intergenerational play. The continuum discourages sports technology primarily designed to augment individualism or designed for individual consumption in a social context.
- 5.
- The cultural dimension urges designers to identify, utilise, incorporate, modify, appropriate etc., the practices integral to the broader culture of a sport. The continuum prioritises sports technology designs that connect sports communities to other things they value, as opposed to appropriating extraneous design tropes from other sports.
4.3. Eudaimonia
- 6.
- The attitude dimension calls for sports technology designs that focus on processes, not outcomes. The continuum encourages designers to support the autonomy of sports participants, the variations of sports they organise, and the rules of play they negotiate.
- 7.
- The goal dimension encourages the design of sports technology that celebrates the aesthetics of grassroots sports and creates memorable experiences, as opposed to evaluating and comparing aspects of performance or monitoring achievements.
- 8.
- The gratification dimension concerns the feedback sports technology provides to players and spectators. The continuum promotes designing sports technology that delivers unified-immediate feedback, rather than isolated-delayed feedback.
- 9.
- The content dimension prioritises sports technology designs that produce media to amplify, mix and share subjective expressions, rather than record, individuate and personalise objective impressions.
- 10.
- The interaction dimension discourages using sports technology for surveillance—capturing, storing and distributing personal data. The continuum encourages the design of benign technology that affords agency through appropriation.
4.4. Public Health
- 11.
- The access dimension encourages the design of sports technology as public infrastructure or equipment that, in contrast to personal devices that typically restrict access, can be shared and accessed universally.
- 12.
- The funding dimension urges designers to consider economic models that can subsidise the implementation and maintenance of grassroots sports technology. The continuum promotes sports technology designs that minimise personal expenditure.
5. Conclusions
Acknowledgments
Conflicts of Interest
References
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Design Category | Dimensions | Minimise | Maximise | ||
---|---|---|---|---|---|
Internal Logic | 1 | Spatial | Intervention | ↔ | Consolidation |
2 | Temporal | Interruption | ↔ | Integration | |
3 | Practical | Addition | ↔ | Enhancement | |
Values & Norms | 4 | Social | Personalisation | ↔ | Socialisation |
5 | Cultural | Extraneous | ↔ | Inherent | |
Eudaimonia | 6 | Attitude | Outcome | ↔ | Process |
7 | Goal | Evaluation | ↔ | Celebration | |
8 | Gratification | Delayed | ↔ | Immediate | |
9 | Content | Impression | ↔ | Expression | |
10 | Interaction | Surveillance | ↔ | Agency | |
Public Health | 11 | Access | Restricted | ↔ | Universal |
12 | Funding | Personal | ↔ | Subsidised |
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Ryan, T.P.; Duckworth, J. 2K-Reality and the Compliant Sports Augmentation Framework for Grassroots Sports. Proceedings 2020, 49, 83. https://doi.org/10.3390/proceedings2020049083
Ryan TP, Duckworth J. 2K-Reality and the Compliant Sports Augmentation Framework for Grassroots Sports. Proceedings. 2020; 49(1):83. https://doi.org/10.3390/proceedings2020049083
Chicago/Turabian StyleRyan, Timothy P., and Jonathan Duckworth. 2020. "2K-Reality and the Compliant Sports Augmentation Framework for Grassroots Sports" Proceedings 49, no. 1: 83. https://doi.org/10.3390/proceedings2020049083
APA StyleRyan, T. P., & Duckworth, J. (2020). 2K-Reality and the Compliant Sports Augmentation Framework for Grassroots Sports. Proceedings, 49(1), 83. https://doi.org/10.3390/proceedings2020049083