Research Article The Quantified Athlete: Associations of Wearables for High School Athletes Kwok Ng 1 and Tatiana Ryba 2 1 Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland 2 Department of Psychology, University of Jyvaskyla, Jyv¨ askyl¨ a, Finland Correspondence should be addressed to Kwok Ng; kwok.ng@hbsc.org Received 25 May 2018; Revised 27 August 2018; Accepted 2 September 2018; Published 1 October 2018 Guest Editor: Filipe M. Clemente Copyright © 2018 Kwok Ng and Tatiana Ryba. Tis is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Te adoption of wearable technology in competitive sports can be an advantage to performance and training. Athletes who use personalised data to quantify their performances with the possibilities of sharing with others may use wearables to reinforce the athletic identity. Despite these changes, few studies have actually examined the associations between wearables and developing athletes in their quest for professional sports. Student athletes (n = 437, age = 17y) still in high schools completed a web-based survey about their professional aspirations, athletic identity, and the association with wearables. Wearables were measured by ownership and usage of apps, ftness trackers, or sports watches. Odds ratio (OR) and 95% confdence intervals (CI) were reported. Most high school athletes had apps (64.3%) or ftness trackers (65.2%) and over half of the athletes (58%) had aspirations for professional sport. Athletic identity was positively associated with ownership and usage of apps and ftness trackers. Te OR was greater for professional sport aspiration with ftness trackers owners (OR = 2.60, CI = 1.44-4.73) and users (OR = 4.04, CI = 2.09-7.81) than athletes without ftness trackers. Wearables were common among high school athletes and it was part of their athletic identity. For professional aspiring athletes, wearables have the potential to help provide data to support suitable training and competition schedules at a time when students may be overloaded with academic pressures. 1. Introduction Te technological advances, lowered costs, and public interest have allowed wearables to be widely available. Although the majority of users have been targeted for adult use, there has been recent interest among high school students’ use [1]. As high school athletes attempt to strive for excellence in their sports, they are also expected to complete their education at the same time [2]. High school athletes may fnd it difcult to cope with the pressures and expectations of them [3]. Some may feel they are considered as athletes frst and then student, and others may feel they are high school student frst and then athlete. High school athletes need to manage time so that they can complete their academic achievements as well as sporting ones. With the advent of technological tools in the last 10 years, such as wearables, mobile apps, and online programs, there is good potential that high school athletes can fnd the right balance with their schedules. As such, it is surprising how few studies have investigated the mediating efect of wearables among high school athletes [1]. Wearables consist of sensors that athletes wear on them [4]. Te majority are designed whereby there is a graphical user interface that provides information about the sensor. For the majority of commercially available wearables, the graphical user interface is designed in a way to provide personalised data. More advanced interfaces allows the users to share their data to others, and for athletes, this could be for their coach, team mates, rivals, and the public. In professional arenas, data from wearables are used to supple- ment sport commentary [5]. For example, the NBA set up six cameras above the court and take detailed information about all the athlete’s movements at a rate of 25 times per second, resulting in approximately 72,000 unique movements per game [6]. Although data from professional sport may be public, in the form of match statistics and individual performances, another aspect that has increasing interest is Hindawi Advances in Human-Computer Interaction Volume 2018, Article ID 6317524, 8 pages https://doi.org/10.1155/2018/6317524