skip to main content
10.1145/1357054.1357136acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

Stirring up experience through movement in game play: effects on engagement and social behaviour

Published:06 April 2008Publication History

ABSTRACT

The recent development of controllers designed around natural body movements has altered the nature of gaming and contributed towards it being marketed as a more social activity. The study reported here compares the use of Donkey Konga bongos with a standard controller to examine how affording motion through an input device affects social interaction. Levels of engagement with the game were also measured to explore whether increases in social behaviour in the 'real world' would result in reduced involvement with the 'game world'. Social interaction was significantly higher when the bongos were used, but this did not detract from engagement. Instead, engagement was also found to increase when body movement was afforded.

References

  1. Bianchi-Berthouze, N., Kim, W.W. & Darshak, P. Does body movement engage you more in digital game play? And Why? In Proc. ACII 2007, Springer (2007), 102--113. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Brown, E. & Cairns, P. A grounded investigation of game immersion. In Ext. Abstracts CHI 2004, ACM Press (2004), 1297--1300. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Chen, M., Koldo, B., Cuddihy, E. & Medina, E. Modelling and measuring engagement in computer games. In Proc. DiGRA 2005, (2005).Google ScholarGoogle Scholar
  4. Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience. Harper and Row, New York, 1990.Google ScholarGoogle Scholar
  5. Donkey Konga. http://donkeykonga.com/Google ScholarGoogle Scholar
  6. Gaver, W. Affordances for interaction: The social is material for design. Ecological Psychology 8, 2 (1996), 111--129.Google ScholarGoogle ScholarCross RefCross Ref
  7. Guitar Hero. http://www.guitarhero.com/Google ScholarGoogle Scholar
  8. Haywood, N. & Cairns, P. Engagement with an interactive museum exhibit. In Proc. HCI 2005, Springer-Verlag (2005), 113--130.Google ScholarGoogle Scholar
  9. Lazzaro, N. Why we play games: Four keys to more emotion without story. (2004). http://www.xeodesign.com/xeodesign_whyweplaygames.pdfGoogle ScholarGoogle Scholar
  10. Lindley, S.E. & Monk, A.F. Social enjoyment with electronic photo displays: Awareness and control. (Submitted). http://www.sianlindley.co.uk/Google ScholarGoogle Scholar
  11. Lord, C., Risi, S., Lambrecht, L., Cook, E.H., Lenventhal, B.L., DiLavore, P.S., et al. The Autism Diagnostic Obervation Schedule-Generic: A standard measure of social and communication deficits associated with the spectrum of autism. Journal of Autism and Developmental Disorders 30, (2000), 205--223.Google ScholarGoogle ScholarCross RefCross Ref
  12. Malone, T.W. What makes computer games fun? Byte 6, (1981), 258--277.Google ScholarGoogle Scholar
  13. Mandryk, R.L. & Inkpen, K.M. Physiological indicators for the evaluation of co-located collaborative play. In Proc. CSCW 2004, ACM Press (2004), 102--111. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Mueller, F., Agamanolis, S. & Picard, R. Exertion interfaces: Sports over a distance for social bonding and fun. In Proc. CHI 2003, ACM Press (2003), 561--568. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Newman, J. In search of the video player. New Media and Information Society 4, (2002), 405--422.Google ScholarGoogle ScholarCross RefCross Ref
  16. Nintendo Wii. http://wii.com/Google ScholarGoogle Scholar
  17. Rogers, Y. & Lindley, S.E. Collaborating around vertical and horizontal large interactive displays: Which way is best? Interacting with Computers 16, (2004), 1133--1152.Google ScholarGoogle ScholarCross RefCross Ref
  18. Segal, L. Actions speak louder than words: How pilots use nonverbal information. In Proc. Human Factors and Ergonomics Society, (1994), 21--25.Google ScholarGoogle Scholar

Index Terms

  1. Stirring up experience through movement in game play: effects on engagement and social behaviour

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      CHI '08: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
      April 2008
      1870 pages
      ISBN:9781605580111
      DOI:10.1145/1357054

      Copyright © 2008 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 6 April 2008

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      CHI '08 Paper Acceptance Rate157of714submissions,22%Overall Acceptance Rate6,199of26,314submissions,24%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader