ABSTRACT
A new set of computationally-augmented games have emerged recently that require the user to move their body. These exertion games are believed to contribute to social, mental and in particular, physical benefits, marking a change in how we perceive computer gaming. However, although these games are a commercial success, research is lacking a theoretical understanding how to analyse existing and guide future designs. We present initial investigations towards a taxonomy of such exertion games with a focus on social aspects, based on work on traditional play and sports. Our contribution lays the foundation for the creation of a theoretical framework on exertion games, expanding our understanding of this exciting new area.
- Bianchi-Berthouze, N. Body Movement as a Modality for supporting Positive Experience in HCI. Submission to the Exertion Interfaces workshop at CHI 2008. http://exertioninterfaces.com/workshopchiGoogle Scholar
- Bianchi-Berthouze, N. Kim, W., Darshak, P. Does Body Movement Engage You More in Digital Game Play? And Why? Affective Computing and Intelligent Interaction, Springer, LNCS 4738, (2007), 102--113 Google ScholarDigital Library
- Bogost, I. Persuasive Games. MIT Press, 2007.Google Scholar
- de Kort, Y. A. W., IJsselsteijn, W. A., Gajadhar, B. J. (2007) People, Places, and Play: A research framework for digital game experience in a socio-spatial context. In Proc DiGRA 2007, 823--830.Google Scholar
- Dourish, P. Where the Action is: the Foundations of Embodied Interaction. MIT Press, Cambridge, Mass., 2001 Google ScholarCross Ref
- Eriksson, E., Hansen, T. R., Lykke-Olesen, A. Movement-based interaction in camera spaces: a conceptual framework. Personal and Ubiquitous Computing, Springer, Vol. 11, 8 (2007). Google ScholarDigital Library
- Graves L., Stratton, Ridgers, N. D., Cable, N. T. Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study. BMJ 335 (2007), 1282--4.Google ScholarCross Ref
- Hummels, C., Overbeeke, K. C., Klooster, S. Move to get moved: a search for methods, tools and knowledge to design for expressive and rich movement-based interaction. Personal and Ubiquitous Computing, Springer, Vol. 11, 8 (2007), 677--690. Google ScholarDigital Library
- Lanningham-Foster, L., Jensen, T. B., Foster, R. C., Redmond, A. B., Walker, B. A., Heinz, D., and Levine, J. A. Energy expenditure of sedentary screen time compared with active screen time for children. Pediatrics, 118, 6. (2006).Google Scholar
- Larssen A., Loke L., Robertson T., Edwards, J. Understanding Movement as Input for Interaction -- A Study of Two Eyetoy#8482; Games. Proceedings of OzCHI 2004, Australia, ACM and CHISIG. Google ScholarDigital Library
- Moen, J. KinAesthetic Movement Interaction. Ph.D. Thesis, Kungliga Tekniska Högskolan, Sweden, 2006.Google Scholar
- Mueller, F., Agamanolis, S. and Picard, R. Exertion Interfaces: Sports over a Distance for Social Bonding and Fun. In Proc. CHI 2003. ACM Press (2003), USA Google ScholarDigital Library
- Mueller, F., Vetere, F., Gibbs, M. Design Experiences with Networked Exertion Games. PerGames 2007-Pervasive Gaming Applications.Google Scholar
- Orland, K., Remo, C. Games For Health: Noah Falstein On Exergaming History. 12 May 2008. http://www.gamasutra.com/php-bin/news_index.php?story=18561Google Scholar
- Salen, K., Zimmerman, E. Rules of Play. MIT Press, 2004.Google ScholarDigital Library
- Sinclair, J., Hingston, P., Masek, M. Considerations for the design of exergames. In Proc. GRAPHITE 2007 Computer graphics and interactive techniques in Australia and Southeast Asia. Google ScholarDigital Library
- Stefani, R. (1999) A taxonomy of sports rating systems, IEEE Transactions on Systems, Man and Cybernetics, Part A, Vol. 29, 1, 116--120 Google ScholarDigital Library
- Vossen, D. The Nature and Classification of Games. Avante, 2004, Vol. 10, No. 1, pp. 75Google Scholar
- Wulf, V., Moritz, E. F., Henneke, C., Al-Zubaidi, K., Stevens, G. (2004) Computer Supported Collaborative Sports: Creating Social Spaces Filled with Sports Activities. In Proc. Entertainment Computing (ICEC), Springer LNCS, Heidelberg, 80--89.Google ScholarCross Ref
Index Terms
- Taxonomy of exertion games
Recommendations
Towards understanding how to design for social play in exertion games
Players invest significant physical effort when playing exertion games. In addition to improving physical health, exertion games are also believed to facilitate social play amongst players. Despite these advantages, our understanding of how to design ...
Design space of networked exertion games demonstrated by a three-way physical game based on Table Tennis
SPECIAL ISSUE: Media ArtsPhysical leisure games can be beneficial to physical as well as mental health and offer a means to connect with others socially. However, players have to be in the same physical location to play. Recent trends in the gaming industry and research labs ...
Game idea jam for sport and exertion games
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playGame Jams have successfully been introduced to the CHI Community during the past two years. Game developers meet to plan, design, and create one or more games within a short time span (ranging from 24 to 48 hours). We propose a Game Idea Jam focusing on ...
Comments