{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,10,12]],"date-time":"2025-10-12T04:18:42Z","timestamp":1760242722859,"version":"build-2065373602"},"reference-count":34,"publisher":"MDPI AG","issue":"4","license":[{"start":{"date-parts":[[2016,4,23]],"date-time":"2016-04-23T00:00:00Z","timestamp":1461369600000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Sensors"],"abstract":"<jats:p>This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing by almost 2000 users around the world (in workshops, artistic events, conferences, etc.). Here, we present the temporal evolution of HybridPLAY with the different versions of the sensors and the video games, and a detailed technical description of the sensors and the way interactions are produced. We also present the outcomes after the evaluation by users at different events and workshops. We believe that HybridPLAY has great potential to contribute to increased physical activity in kids, and also to improve the learning process and monitoring at school centres by letting users create the content of the apps, leading to new narratives and fostering creativity.<\/jats:p>","DOI":"10.3390\/s16040586","type":"journal-article","created":{"date-parts":[[2016,4,25]],"date-time":"2016-04-25T10:02:36Z","timestamp":1461578556000},"page":"586","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":16,"title":["HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork"],"prefix":"10.3390","volume":"16","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-1461-4754","authenticated-orcid":false,"given":"Diego","family":"D\u00edaz","sequence":"first","affiliation":[{"name":"Industrial Systems Engineering and Design Department, Universitat Jaume I, Castell\u00f3 de la Plana 12071, Spain"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Clara","family":"Boj","sequence":"additional","affiliation":[{"name":"Fine Arts Department, Universidad de Murcia, Murcia 30800, Spain"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-4520-2250","authenticated-orcid":false,"given":"Cristina","family":"Portal\u00e9s","sequence":"additional","affiliation":[{"name":"Institute of Robotics and Information and Communication Technologies, Universitat de Val\u00e8ncia, Val\u00e8ncia 46010, Spain"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"1968","published-online":{"date-parts":[[2016,4,23]]},"reference":[{"key":"ref_1","unstructured":"Common Sense Zero to Eight: Children\u2019s Media Use in America 2013. Available online: https:\/\/www.commonsensemedia.org\/research\/zero-to-eight-childrens-media-use-in-america-2013."},{"key":"ref_2","first-page":"67","article-title":"Juegos virtuales. Identidad y subversi\u00f3n","volume":"14","year":"2000","journal-title":"Astr\u00e1galo"},{"key":"ref_3","unstructured":"Hauge, M.R., and Gentile, D.A. (2003, January 24\u201327). Video game addiction among adolescents: Associations with academic performance and aggression. Proceedings of the Society for Research in Child Development Conference, Tampa, FL, USA."},{"key":"ref_4","unstructured":"Meadows, M. (2007). I, Avatar: The Culture and Consequences of Having a Second Life, New Riders Publishing."},{"key":"ref_5","doi-asserted-by":"crossref","first-page":"306","DOI":"10.1176\/appi.ajp.2007.07101556","article-title":"Issues for DSM-V: Internet addiction","volume":"165","author":"Jerald","year":"2008","journal-title":"Am. J. Psychiatr."},{"key":"ref_6","doi-asserted-by":"crossref","first-page":"205","DOI":"10.1111\/j.1360-0443.2010.03104.x","article-title":"Online video game addiction: Identification of addicted adolescent gamers","volume":"106","author":"Schoenmakers","year":"2011","journal-title":"Addiction"},{"key":"ref_7","doi-asserted-by":"crossref","first-page":"592","DOI":"10.1111\/add.12016","article-title":"Problematic computer game use among adolescents, younger and older adults","volume":"108","author":"Festl","year":"2013","journal-title":"Addiction"},{"key":"ref_8","doi-asserted-by":"crossref","unstructured":"Perales, C.D., Portal\u00e9s, C., and Sanmart\u00edn, F. (2009, January 3\u20135). Sonic gestures applied to a percussive dialogue in TanGram using Wii remotes. Proceedings of the International Conference on Entertainment Computing (ICEC), Paris, France.","DOI":"10.1007\/978-3-642-04052-8_23"},{"key":"ref_9","doi-asserted-by":"crossref","unstructured":"Schou, T., and Gardner, H.J. (2007, January 28\u201330). A Wii remote, a game engine, five sensor bars and a virtual reality theatre. Proceedings of the 19th Australasian Conference on Computer-Human Interaction: Entertaining User Interfaces, Adelaide, Australia.","DOI":"10.1145\/1324892.1324941"},{"key":"ref_10","doi-asserted-by":"crossref","first-page":"1631","DOI":"10.1016\/j.ridd.2011.02.014","article-title":"Assisting children with Attention Deficit Hyperactivity Disorder actively reduces limb hyperactive behavior with a Nintendo Wii Remote Controller through controlling environmental stimulation","volume":"32","author":"Shih","year":"2011","journal-title":"Res. Dev. Disabil."},{"key":"ref_11","doi-asserted-by":"crossref","first-page":"125","DOI":"10.1007\/s10055-011-0204-z","article-title":"Wii remote\u2013based low-cost motion capture for automated assembly simulation","volume":"17","author":"Zhu","year":"2013","journal-title":"Virtual Real."},{"key":"ref_12","doi-asserted-by":"crossref","unstructured":"Vera, L., Gimeno, J., Coma, I., and Fern\u00e1ndez, M. (2011, January 5\u20139). Augmented Mirror: Interactive Augmented Reality System Based on Kinect. Proceedings of the 13th IFIP TC 13 International Conference on Human-Computer Interaction\u2014INTERACT 2011, Lisbon, Portugal.","DOI":"10.1007\/978-3-642-23768-3_63"},{"key":"ref_13","unstructured":"Gimeno, J., Olanda, R., Martinez, B., and Sanchez, F.M. (2011, January 5\u20139). Multiuser augmented reality system for indoor exhibitions. Proceedings of the 13th IFIP TC 13 International Conference on Human-Computer Interaction\u2014Volume Part IV, Lisbon, Portugal."},{"key":"ref_14","unstructured":"Hsu, S.-J., Tseng, W.-S., Hsu, F.-C., and Lo, Y.-Y. (2013). CHI \u201913 Extended Abstracts on Human Factors in Computing Systems, ACM."},{"key":"ref_15","unstructured":"Han, J., Xiao, Z., Han, L., Xu, Y., Li, N., and Reika, S. (2015, January 23\u201325). A special edutainment system based on somatosensory game. Proceedings of the 2015 6th IEEE International Conference on Software Engineering and Service Science (ICSESS), Beijing, China."},{"key":"ref_16","doi-asserted-by":"crossref","unstructured":"Par\u00e9s, N., Durany, J., and Carreras, A. (2005, January 15\u201317). Massive flux design for an interactive water installation: Water games. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, Valencia, Spain.","DOI":"10.1145\/1178477.1178523"},{"key":"ref_17","doi-asserted-by":"crossref","unstructured":"Seitinger, S. (2006, January 7\u20139). An ecological approach to children\u2019s playground props. Proceedings of the 2006 Conference on Interaction Design and Children, Tampere, Finland.","DOI":"10.1145\/1139073.1139103"},{"key":"ref_18","doi-asserted-by":"crossref","unstructured":"Seitinger, S., Sylvan, E., Zuckerman, O., Popovic, M., and Zuckerman, O. (2006, January 22\u201327). A new playground experience: Going digital?. CHI \u201906 Extended Abstracts on Human Factors in Computing Systems, Montr\u00e9al, QC, Canada.","DOI":"10.1145\/1125451.1125520"},{"key":"ref_19","doi-asserted-by":"crossref","first-page":"165","DOI":"10.1007\/s10015-005-0350-z","article-title":"Playware technology for physically activating play","volume":"9","author":"Lund","year":"2005","journal-title":"Artif. Life Robot."},{"key":"ref_20","unstructured":"Ruokamo, H., Kangas, M., and Korva, S. InnoPlay\u2014Innovative Playful Learning Environments (2007\u20132010). Available online: http:\/\/www.ulapland.fi\/InEnglish\/Units\/Centre-for-Media-Pedagogy\/Research\/Completed-projects\/InnoPlay-(2007-2010)."},{"key":"ref_21","unstructured":"Playnetic Let\u2019s Go Outside and Play with Energy! Interactive Play + Human Power = Playnetic. Available online: http:\/\/www.playnetic.nl\/."},{"key":"ref_22","unstructured":"Kompan Icon. Available online: http:\/\/icon.kompan.com."},{"key":"ref_23","unstructured":"I-play. Available online: http:\/\/www.intelligentplay.co.uk."},{"key":"ref_24","unstructured":"Playworld The World is Our Playground. Available online: http:\/\/www.playworld.global."},{"key":"ref_25","unstructured":"Motion Fitness Playworld Neos 360. Available online: http:\/\/www.motionfitness.com\/Neos-360-p\/play-neos360.htm."},{"key":"ref_26","unstructured":"Yalp A New Way to Play. Sona. Available online: http:\/\/www.yalpinteractive.com\/sona."},{"key":"ref_27","doi-asserted-by":"crossref","unstructured":"D\u00edaz, D.J., Boj, C., and Ma\u00f1as, M. (2004, January 3\u20134). \u201cSeeSaw videogame\u201d a new multi-user collaborative game device. Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, Singapore.","DOI":"10.1145\/1067343.1067386"},{"key":"ref_28","unstructured":"Arduino Mini. Available online: https:\/\/www.arduino.cc\/en\/Main\/ArduinoBoardMini."},{"key":"ref_29","unstructured":"DIGI XBee 802.15.4. Available online: http:\/\/www.digi.com\/products\/xbee-rf-solutions\/modules\/xbee-series1-module."},{"key":"ref_30","unstructured":"Pygame. Available online: http:\/\/www.pygame.org\/hifi.html."},{"key":"ref_31","unstructured":"HybridPLAY Play Smartphone games using the playground as a control interface. Available online: http:\/\/www.hybridplay.com\/."},{"key":"ref_32","first-page":"194","article-title":"SUS-A quick and dirty usability scale","volume":"189","author":"Brooke","year":"1996","journal-title":"Usability Eval. Ind."},{"key":"ref_33","first-page":"114","article-title":"Determining what individual SUS scores mean: Adding an adjective rating scale","volume":"4","author":"Bangor","year":"2009","journal-title":"J. Usability Stud."},{"key":"ref_34","first-page":"29","article-title":"SUS: A retrospective","volume":"8","author":"Brooke","year":"2013","journal-title":"J. Usability Stud."}],"container-title":["Sensors"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/www.mdpi.com\/1424-8220\/16\/4\/586\/pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,10,11]],"date-time":"2025-10-11T19:22:46Z","timestamp":1760210566000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.mdpi.com\/1424-8220\/16\/4\/586"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2016,4,23]]},"references-count":34,"journal-issue":{"issue":"4","published-online":{"date-parts":[[2016,4]]}},"alternative-id":["s16040586"],"URL":"https:\/\/doi.org\/10.3390\/s16040586","relation":{},"ISSN":["1424-8220"],"issn-type":[{"type":"electronic","value":"1424-8220"}],"subject":[],"published":{"date-parts":[[2016,4,23]]}}}