探索运动修饰器在运动运动、健康和游戏设计中的促进作用

Lars Elbæk, Rasmus Vestergaard Andersen, Lærke Schjødt Rasmussen, Maximus Kaos
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摘要

在促进以游戏、游戏、体育和技术领域为目标的基于运动的设计活动时,确保释放创造力的运动流可能是令人生畏的。在游戏设计中融入移动元素时,理解游戏和学习元素至关重要,但同样要理解移动和游戏元素,因为它们是重要的激励因素。为了充分理解动作游戏设计中的游戏、运动和身体活动方面,我们必须研究身体活动和表现的世界。作为Erasmus+项目MeCaMInD的一部分,运动修饰卡的创新设计被开发出来,旨在作为促进过程中的工具,让参与者参与身体探索,支持,修改或调整基于运动的设计实践,以实现包容性的游戏,身体活动和表演设计。运动修饰是基于运动和健康理论,创造性的设计工具和方法。为了收获移动修饰器的调整创意潜力,了解何时以及如何在基于移动的设计过程的生成部分中使用它们是至关重要的。基于现象学方法和多个案例研究,本文探讨了八位促进者如何使用运动修饰符来挑战和调整生成过程。案例包括:1)面向80名K12高中学生的为期两天的体育创新营;2)2022年北欧创新峰会上有15人参加的包容性游戏设计研讨会;3)面向65名体育本科学生的创意杂技身体表演设计课程。通过结合观察、录像和访谈生成经验数据,并将现象学分析浓缩成书面的促进者叙述。我们在基于运动的设计促进的三个阶段中提出了运动修饰者促进策略,在一个轴上展示了促进者的参与水平,在另一个轴上展示了参与结构。促进者的角色是多方面的,有效的运动修正者的促进需要敏感性、适应性和仔细的计划。移动修饰符应该被看作是支持设计过程的工具,而不是设计过程的本质。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring Movement-Modifier Facilitation in Movement-based Sports, Health, and Game Design
It can be daunting to ensure a movement flow that unleashes creativity when facilitating movement-based design activities that aim for play, games, sports, and technology domains. When incorporating movement in game design, it is vital to understand game and learning elements but equally movement and play elements because these are important motivational factors. To fully understand the play, sport, and physical activity aspects of movement-game design, we must investigate the world of physical activity and performance. As a part of the Erasmus+ project, MeCaMInD, the innovative design of Movement-Modifier cards was developed, intended as a tool in the facilitation process to engage participants in physical exploration, supporting, modifying, or tweaking movement-based design practices for an inclusive game and physical activity and performance design. The Movement-Modifiers is grounded in sports and health theories, creative design tools and methods. To harvest the Movement-Modifier’s tweaking creative potential, it is crucial to understand when and how to use them in the generative parts of a movement-based design process. Grounded in a phenomenological approach and based on a multiple case study, this paper explores how eight facilitators used the Movement-Modifiers to challenge and tweak the generative processes. The cases are 1) A two-day sports innovation camp for 80 K12 high school students, 2) A workshop on Inclusive exergame design with 15 participants at the Nordic Innovation Summit 2022, 3) A course teaching 65 sport bachelor students the creative acrobatic body performance design. Empirical data were generated using a combination of observations, video recordings, and interviews, and the phenomenological analysis was condensed into written facilitator narratives. We present Movement-Modifier facilitation strategies in three phases of movement-based design facilitation, illustrated on a continuum with the facilitator’s level of involvement on one axis and participation structure on the other. The facilitator’s role is multifaceted, and effective Movement-Modifier facilitation requires sensitivity, adaptability, and careful planning. The Movement-Modifiers should be seen as a tool to support the design process rather than the essence of it.
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