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Sensors (Basel). 2016 Apr 23;16(4). doi: 10.3390/s16040586.

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

Sensors (Basel, Switzerland)

Diego José Díaz, Clara Boj, Cristina Portalés

Affiliations

  1. Industrial Systems Engineering and Design Department, Universitat Jaume I, Castelló de la Plana 12071, Spain. [email protected].
  2. Fine Arts Department, Universidad de Murcia, Murcia 30800, Spain. [email protected].
  3. Institute of Robotics and Information and Communication Technologies, Universitat de València, València 46010, Spain. [email protected].

PMID: 27120601 PMCID: PMC4851100 DOI: 10.3390/s16040586

Abstract

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.

Keywords: children; entertainment; physical activity; playgrounds; ubiquitous; video games

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