ABSTRACT
In playground games, an important part of engagement occurs in the physical space where people focus on each other's movements. In contrast, digital games often focus on engagement via a screen. By combining digital elements with playground ideas we identify new design opportunities where players are given freedom to play face-to-face. During a Game Jam workshop, we explore this design space by looking at innovative ways that digital technology can respond to movement. We find by removing the disparity between player movement and its digital representation, players can concentrate on each other and enjoy closer interaction. Through the exploration of digital elements and playground ideas, we suggest designers of movement-based games should consider the design space between the player and the screen using interactive technology to create engaging social digital play experiences.
- Fluegelman, A. ed. 1976. New Games Book. Headlands Press.Google Scholar
- Koven, B. D. 1978. The well-played game: a player's philosophy. Anchor Press.Google Scholar
- Fogtmann, M. H., Fritsch, J. and Kortbek, K. J. 2008. Kinesthetic interaction: revealing the bodily potential in interaction design. Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat (New York, NY, USA, 2008), 89--96. Google ScholarDigital Library
- Nintendo, Wii Sports (2006) http://www.wiisports.com/Google Scholar
- Activision, Guitar Hero (2006) http://www.guitarhero.com/Google Scholar
- Behrenshausen, B. G. 2007. Toward a (Kin) Aesthetic of Video Gaming The Case of Dance Dance Revolution. Games and Culture. 2, 4 (Oct. 2007), 335--354.Google ScholarCross Ref
- Toprak, C., Platt, J., Ho, H. Y. and Mueller, F. 2013. Bubble popper: body contact in digital games. CHI '13 Extended Abstracts on Human Factors in Computing Systems (New York, NY, USA, 2013), 3139--3142. Google ScholarDigital Library
- Wilson, D. 2012. Designing for the Pleasures of Disputation--or--How to make friends by trying to kick them! PHD Dissertation, the IT University of Copenhagen (2012).Google Scholar
- Hobye, M. and Lowgren, J. 2011. Touching a Stranger: Designing for Engaging Experience in Embodied Interaction. International Journal of Design. Vol 5, No 3, (2011), 31--48.Google Scholar
- Huggard, A., De Mel, A., Garner, J., Toprak, C. "Chad," Chatham, A. D. and Mueller, F. 2013. Musical embrace: facilitating engaging play experiences through social awkwardness. CHI '13 Extended Abstracts on Human Factors in Computing Systems (New York, NY, USA, 2013), 3067--3070. Google ScholarDigital Library
- Toprak, C., Platt, J., Ho, H. Y. and Mueller, F. 2013. Cart-load-o-fun: designing digital games for trams. CHI '13 Extended Abstracts on Human Factors in Computing Systems (New York, NY, USA, 2013), 2877--2878. Google ScholarDigital Library
- Isbister, K. 2010. Enabling Social Play: A Framework for Design and Evaluation. Evaluating User Experience in Games. R. Bernhaupt, ed. Springer London. 11--22.Google Scholar
- Bianchi-Berthouze, N., Kim, W. W. and Patel, D. 2007. Does Body Movement Engage You More in Digital Game Play? and Why? Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction (Berlin, Heidelberg, 2007), 102--113. Google ScholarDigital Library
- Rogers, Y., Scaife, M., Harris, E., Phelps, T., Price, S., Smith, H., Muller, H., R, ell, C., Moss, A., Taylor, I., Stanton, D., O'Malley, C., Corke, G. and Gabrielli, S. Things aren't what they seem to be: innovation through technology inspiration. Proc. DIS '02, ACM (2002), 373--378. Google ScholarDigital Library
- Hall, E. T. 1966. The hidden dimension. Doubleday.Google Scholar
- Fingle. http://fingleforipad.com/Google Scholar
- Marquardt, N. and Greenberg, S. 2012. Informing the Design of Proxemic Interactions. IEEE Pervasive Computing. 11, 2 (Apr. 2012), 14--23. Google ScholarDigital Library
- Crawford, C. 2004. Chris Crawford on Interactive Storytelling (New Riders Games). New Riders Games. Google ScholarDigital Library
- Reeves, S., Benford, S., O'Malley, C. and Fraser, M. 2005. Designing the spectator experience. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (New York, NY, USA, 2005), 741--750. Google ScholarDigital Library
- Mueller, F., Agamanolis, S. and Picard, R. 2003. Exertion interfaces: sports over a distance for social bonding and fun. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (New York, NY, USA, 2003), 561--568. Google ScholarDigital Library
- Mueller, F. and Gibbs, M. 2006. A table tennis game for three players. Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments (New York, NY, USA, 2006), 321--324. Google ScholarDigital Library
- Newman, J. In search of the video player. New Media and Information Society 4, (2002), 405--422.Google Scholar
- Park, T., Lee, U., Lee, B., Lee, H., Son, S., Song, S. and Song, J. 2013. ExerSync: facilitating interpersonal synchrony in social exergames. Proceedings of the 2013 conference on Computer supported cooperative work (New York, NY, USA, 2013), 409--422. Google ScholarDigital Library
Index Terms
- Combining moving bodies with digital elements: design space between players and screens
Recommendations
I-dentity: concealing movement representation associations in games
CHI EA '14: CHI '14 Extended Abstracts on Human Factors in Computing SystemsThis paper details the design of i-dentity, a collaborative movement-based game where the game design deliberately conceals the players' associations to a digital representation. While movement-based digital games typically make it clear whose movement ...
i-dentity: innominate movement representation as engaging game element
CHI '14: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsMovement-based digital games typically make it clear whose movement representation belongs to which player. In contrast, we argue that selectively concealing whose movement controls which representation can facilitate engaging play experiences. We call ...
TacTowers: an interactive training equipment for elite athletes
DIS '10: Proceedings of the 8th ACM Conference on Designing Interactive SystemsThe interactive training equipment, TacTower, is aimed at supporting multiple elite athletes, such as handball players in training their micro-tactical skills in close-contact situations. It focuses on psychomotor abilities and trains the skills ...
Comments