# POINTS -- Playful objects for inclusive, personalized movement games

**Authors:** Georg Regal, David Sellitsch, Elke Mattheiss, Manfred Tscheligi

arXiv: 1908.00494 · 2019-08-02

## TL;DR

This paper explores how digital objects and wearable technology can be used to create inclusive, personalized exertion games for visually impaired students, promoting physical activity and social inclusion.

## Contribution

It proposes innovative ideas for designing accessible exertion games that consider individual abilities through digital objects and wearable tech.

## Key findings

- Conceptual framework for using digital objects in exertion games
- Potential of wearable technology for personalized player roles
- Enhanced inclusion and motivation for visually impaired players

## Abstract

Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination of visual perception and reaction, which is an additional barrier for visually impaired (blind and partially sighted) people. Due to their highly motivating appeal, games promoting physical activity (exertion games) have become increasingly popular. Although accessible exertion games have been developed, they do not consider the different abilities of players. Especially in team sports player roles that consider individual abilities can foster inclusion. To personalize roles and assign certain abilities to players, wearable technology can play an important role. In this position paper we present ideas how digital objects can be used to design exertion games for visually impaired students and we reflect how wearable technology can be used for personalized player roles.

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Source: https://tomesphere.com/paper/1908.00494