Anna Martin-Niedecken

Anna Lisa Martin-Niedecken works as a senior researcher in Game Design at the Zurich University of the Arts and leads interdisciplinary research and development projects in this position. With her background in sports science, her research interests focus in particular on movement-based exergames, fitness games, rehabilitation games and health games as well as motivation design and game experience research. Anna received a variety of awards for her research and development work (Best Paper, Falling Walls Lab, etc.) and will be presenting her innovative approaches during the TEDxZurich Events 2018. In addition to leading and researching various R & D projects, Anna teaches specific teaching and further education modules in the field of Serious & Applied Games and mentors student theses in a variety of fields such as Game Design, Sport and Exercise Science or Computer Science. In March 2018 Anna founded the startup and ZHdK-SpinOff Sphery AG. Sphery’s goal is to revolutionize the fitness industry with a combination of innovative playful designs and training concepts, and in 2019 received the prestigious FIBO Innovation & Trend Award in the Startup category for its ExerCube.

Gaming meets Fitness: Wie attraktive und effektive Fitness Game Designs Körper und Geist auf spielerische Weise fit halten

Saturday, 16:00 – Designers & Education Stage

Virtual reality and digital movement games have evolved within a very short time from a trend of the entertainment industry to serious training applications. A few years ago, ex-games for the Nintendo Wii or Microsoft Kinect transformed the living room into a playful training environment, so new technologies are now finding their way into the gyms and transforming their training areas into virtual sports arenas. These innovative training devices promise more motivation and new body & brain training approaches. Although the potentials of these playful forms of training have already been widely documented, there are still fundamental weaknesses. A user-centered and holistic design approach is essential to correct current system weaknesses such as lack of training concepts or the lack of game mechanic, audio-visual design and to fully exploit the potential of the parallel training worlds. The two fitness game settings “Plunder Planet” and “ExerCube” are intended to illustrate where the journey in terms of effective and attractive mixed reality training worlds can go, as game designers, HCI researchers, movement scientists and the target group work together iteratively.