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Tailor My Zwift: How to Design for Amateur Sports in the Virtual World

Published: 20 September 2022 Publication History

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.

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  • (2025)A comparative analysis of game experience in treadmill running applicationsEntertainment Computing10.1016/j.entcom.2024.10088852(100888)Online publication date: Jan-2025
  • (2024)Exploring how Emotional Challenge and Affective Design in Games Relates to Player ReflectionProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650023(1-12)Online publication date: 21-May-2024
  • (2024)Grand challenges in CyclingHCIProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661550(2577-2590)Online publication date: 1-Jul-2024
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  1. Tailor My Zwift: How to Design for Amateur Sports in the Virtual World

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    cover image Proceedings of the ACM on Human-Computer Interaction
    Proceedings of the ACM on Human-Computer Interaction  Volume 6, Issue MHCI
    MHCI
    September 2022
    852 pages
    EISSN:2573-0142
    DOI:10.1145/3564624
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 20 September 2022
    Published in PACMHCI Volume 6, Issue MHCI

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    Author Tags

    1. indoor cycling
    2. physical activity
    3. virtual sports
    4. zwift

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    Cited By

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    • (2025)A comparative analysis of game experience in treadmill running applicationsEntertainment Computing10.1016/j.entcom.2024.10088852(100888)Online publication date: Jan-2025
    • (2024)Exploring how Emotional Challenge and Affective Design in Games Relates to Player ReflectionProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650023(1-12)Online publication date: 21-May-2024
    • (2024)Grand challenges in CyclingHCIProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661550(2577-2590)Online publication date: 1-Jul-2024
    • (2024)Row your boat in VR and solve thinking exercises on the way: The Brain-Row ChallengeProceedings of the 30th ACM Symposium on Virtual Reality Software and Technology10.1145/3641825.3689498(1-2)Online publication date: 9-Oct-2024
    • (2024)FamilyScope: Visualizing Affective Aspects of Family Social Interactions using Passive Sensor DataProceedings of the ACM on Human-Computer Interaction10.1145/36373348:CSCW1(1-27)Online publication date: 26-Apr-2024
    • (2024)MoodGems: Designing for the Well-being of Children with ADHD and their Families at HomeProceedings of the 23rd Annual ACM Interaction Design and Children Conference10.1145/3628516.3655795(480-494)Online publication date: 17-Jun-2024
    • (2024)The Metacognitive Demands and Opportunities of Generative AIProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642902(1-24)Online publication date: 11-May-2024
    • (2024)From Disorientation to Harmony: Autoethnographic Insights into Transformative Videogame ExperiencesProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642543(1-20)Online publication date: 11-May-2024
    • (2024)Supporting Cognitive Reappraisal With Digital Technology: A Content Analysis and Scoping Review of Challenges, Interventions, and Future DirectionsProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642488(1-17)Online publication date: 11-May-2024
    • (2024)Narrating Fitness: Leveraging Large Language Models for Reflective Fitness Tracker Data InterpretationProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642032(1-16)Online publication date: 11-May-2024
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