2021
DOI: 10.1016/j.jbusres.2021.05.044
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Apart we ride together: The motivations behind users of mixed-reality sports

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Cited by 22 publications
(14 citation statements)
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“…The findings from the area of indoor cycling are also relevant, where in particular an effect of starting strategy (Mattern et al, 2001), time of day (Atkinson et al, 2005), warm-up (Munro et al, 2017), recovery duration (Glaister et al, 2005), and precooling strategy (Quod et al, 2008) on athletic performance has been proven. It has already been demonstrated that the starting strategy in mixed-reality races is considerably different from that in road races, as the effort at the beginning of the race is significantly higher in mixed-reality races (Westmattelmann et al, 2021a).…”
Section: Discussionmentioning
confidence: 99%
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“…The findings from the area of indoor cycling are also relevant, where in particular an effect of starting strategy (Mattern et al, 2001), time of day (Atkinson et al, 2005), warm-up (Munro et al, 2017), recovery duration (Glaister et al, 2005), and precooling strategy (Quod et al, 2008) on athletic performance has been proven. It has already been demonstrated that the starting strategy in mixed-reality races is considerably different from that in road races, as the effort at the beginning of the race is significantly higher in mixed-reality races (Westmattelmann et al, 2021a).…”
Section: Discussionmentioning
confidence: 99%
“…Finally, the performance-result gap can also be explained by specific knowledge about the mixed-reality sports platform. A corresponding example from the Zwift platform represents the effective use of power-ups, which make the athlete lighter, more aerodynamic, or invisible to competitors for a certain period of time and can thus be crucial for the race result (Westmattelmann et al, 2021a).…”
Section: Discussionmentioning
confidence: 99%
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“…Since the pandemic, fitness activity has shifted from the gym to individual-based, at-home exercise training. Fitness platforms using mixed-reality and immersive virtual environment become highly popular [69]. Some examples of interactive health home fitness platforms are Mirror, Peloton, iFit, Zwift, etc.…”
Section: Future Directions and Emergent Area Of Researchmentioning
confidence: 99%
“…In sport, digital technologies are mainly applied to measure, analyze or broadcast the performances of real-world athletes [ 28 ]. However, in recent years, a number of sports applications have emerged that pursue a more holistic approach, encompassing health and play, by offering their users a wide range of features [ 4 , 6 , 7 , 29 ].…”
Section: Conceptual Note and Literature Reviewmentioning
confidence: 99%