“…Field size manipulations (environment) have found their way in Sports ITech applications (Altimira et al, 2016; The version of record is available at: http://dx.doi.org/10.1561/1100000087 Postma et al, 2019); virtual reality and augmented reality are being employed to present players with novel contexts (environment) (Kosmalla et al, 2017b;Baudisch et al, 2014); implements are introduced (environment) to allow novel training regimens (e.g. Fogtmann et al, 2011;Jensen et al, 2014a;Jensen et al, 2015b;Andres et al, 2018;Mueller and Muirhead, 2015;Nitta et al, 2015;Chi et al, 2004;Graaf et al, 2009); community learning and sharing of acrobatic moves and locations are supported for Parkour (task) (Waern et al, 2012); heart rate is being employed to shape behaviour (organism) (Ketcheson et al, 2015;Mueller and Walmink, 2013;Mueller et al, 2010b;Nenonen et al, 2007;Walmink et al, 2014;Stach et al, 2009); player capacities and action possibilities are modified within interactive games Graf et al, 2019) and player intentions (organism) are being influenced through steering techniques like enticement (Delden et al, 2017); see also Section 3.3.2. Finally, interaction technology is also easily implemented to explicitly influence task goals (Fogtmann et al, 2011;Kajastila et al, 2016;Kajastila and Hämäläinen, 2014) (task).…”