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Session Overview
B10: Special Session: Digital Technology in Sports (DiTeS)
Friday, 05/Nov/2021:
6:00pm - 7:30pm

Session Chair: Styliani Douka, Aristotle University of Thessaloniki
Session Chair: Lambros Lazuras, Sheffield Hallam University
Virtual location: Zoom Room B

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Evaluating a Serious Game for Halting Harassment and Abuse in Sports

Lampros Karavidas1, Thrasyvoulos Tsiatsos1, Stella Douka1, Monica Siakou2, Andreas Avgerinos2

1Aristotle University of Thessaloniki, Greece; 2European University Cyprus, Cyprus

With athletes today often being pushed to physiological and psy-chological extremes in pursuit of sporting excellence the line between train-ing and abuse can become blurred. To help mainly young athletes to recog-nize and avoid harassment and abuse by their coaches, a serious game named HALT was designed and developed. This paper’s purpose is to pre-sent the evaluation of the game by computer science students. The game is designed as a 2D narrative game based on the daily life of athletes. The main element of the game is that the player must decide and evaluate the suitabil-ity of certain behaviors that he has discovered in five different mini stories. The scenarios have incidents of abuse and harassment. To test how enjoya-ble and usable is the serious game an evaluation was held, to help us realize the problems related to the game and decide what improvements should be made. To achieve this a questionnaire that consists of the EGameFlow ques-tionnaire [5] and the USE questionnaire [6] was used. Our evaluation showed us that our serious game was found to be usable and enjoyable and that some improvements should be made to make it more immersive and challenging.

Evaluating a Serious Game to Promote Healthy Lifestyle in Young People

Lampros Karavidas1, Georgina Skraparli1, Thrasyvoulos Tsiatsos1, Stella Douka1, Andreas Avgerinos2, Christiana Philippou2

1Aristotle University of Thessaloniki, Greece; 2European University Cyprus, Cyprus

Physical inactivity has been identified by the World Health Organization (WHO) as the fourth leading risk factor for global mortality. Childhood overweight and obesity are important public health problems in Europe affecting the psychophysical development of children and adolescents and leading to many diseases. Nowadays, as children and teenagers are familiar with technological advancements, they can be used to promote physical activity and a healthy lifestyle. For this purpose, Battle4Health, a two dimensional serious game for mobile devices, was designed and developed. Battle4Health assists its users to have a healthier lifestyle by gaining knowledge about their nutritional, sleep and walking habits. In order to measure the enjoyment and usability of the developed serious game, an evaluation was made with questionnaire method. The EGameFlow [1] and USE [2] questionnaires were used and the feedback was overall positive. Battle4Health was found to help its users to learn about the importance and how to have a healthier lifestyle. However, there should be an improvement regarding the immersion and the challenges that the game offers, by adding more questions on the game’s quiz subsystem.

Design and Implementation of an Online European Network for Monitoring Fitness in Youth

Agisilaos Chaldogeridis1, Nikolaos Politopoulos1, Hippokratis Apostolidis1, Eirini Kotiou1, Stella Douka1, Adilson Marques2, Miguel Peralta2, Thrasyvoulos Tsiatsos1

1Aristotle University of Thessaloniki, Greece; 2University of Lisbon, Portugal

Abstract. The current paper presents the design and implementation of an online platform for supporting the surveillance monitoring of physical fitness in youth. The platform developed for the needs of EUFITMOS (European Fitness Monitoring System), an Erasmus+ project, which aims to encourage participation in sports and physical activities, by supporting the implementa-tion of European Union (EU) policy documents in the field of sports and other relevant policy areas such as guidelines, policy strategies and the im-plementation of the Council Recommendation on health-enhancing physical activity (HEPA). The importance of having a cross-country observatory for fitness in youth as an indicator and measurement for the population in every country, lead us to collect all the available data which are scarce or even in-existent in some cases, and extract a standardized monitoring system which is accessible by individuals, public health and any other interested authorities and can be utilized for policy initiatives to promote physical activities across countries.

Preliminary Evaluation of a Platform Integrating a VCoP to Prevent Abuse in Sports and a Whistleblowing Service

Nikolaos Politopoulos1, Thrasyvoulos Tsiatsos1, Stella Douka1, Monica Shiakou2

1Aristotle University of Thessaloniki, Greece; 2European University Cyprus, Cyprus

Abstract. This paper presents a case study evaluation results of a VCoP (Virtual Commu-nity of Practice) to prevent abuse in sports and a whistleblowing service. The VCoP has been one of the most highly anticipated trends in higher education in recent years. Deliver-ing web-based learning to potentially thousands of users at a time, it has dramatically ex-panded universities’ reach and provided an indirect income boost through greater global brand awareness. The idea of a VCoP is that the learner becomes the teacher from one case to another. This enables users to interact and exchange knowledge. Abusement and harass-ment in sports is a severe problem that unfortunately blossomed the last 3 years. HALT project aims to tackle thess behaviors and support all members of sports industry (athletes, coaches, parents and staff) with knowledge in order to detect and avoid them. According to the evaluation results this VCoP is complete, well-structured and segmented, covering the most important parts of coaching.

Virtual Reality Against Doping: The Case of Project VIRAL

Vassilis Barkoukis1, Anne-Marie Elbe2, Lambros Lazuras3, Louis Moustakas4, Nikos Ntoumanis5, George Palamas6, Monica Stanescu7

1Aristotle University of Thessaloniki, Greece; 2Leipzig University, Germany; 3Sheffield Hallam University, UK; 4European Network of Sport Education, Austria; 5University of Southern Denmark, Denmark; 6Aalborg University, Denmark; 7National University of Physical Education and Sport, Romania

Doping is considered a major threat of modern sport. Since the establishment of the anti-doping system emphasis was placed on the detection and punishment approach in the fight against doping. Recently a shift to education as a preventive tool against doping has been made. In this effort several anti-doping educational interventions have been developed. These interventions have been found modestly effective in educating athletes against doping. To move education forward a virtual reality game is proposed. Virtual reality has been found effective in changing attitudes, intention and behavior. Therefore, virtual reality can be suitable in addressing the appearance and performance related reasoning underlying the decision making towards the use of performance and appearance enhancing substances. The present paper describes the conceptual basis of VIRAL project that aims to develop the first virtual reality game for doping prevention in competitive and recreational sports. The VIRAL project will a) utilize cutting-edge behavioural science research about the risk and protective factors against doping use to inform the development of an anti-doping virtual reality program, b) use an "open innovation" framework to co-design the anti-doping virtual reality program and c) apply and evaluate the effectiveness of the doping prevention VR program in changing young people's learning, motivation, beliefs and behaviour towards doping. Overall, the VIRAL project is expected to develop anti-doping educational material that will address the needs of young athletes and will be able to educate against doping through innovative learning pedagogies.

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