Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems 2016
DOI: 10.1145/2858036.2858080
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Designing Brutal Multiplayer Video Games

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Cited by 24 publications
(11 citation statements)
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References 23 publications
(32 reference statements)
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“…In the period before GDPR introduction, eight studies or roughly 27% and in the period after nine studies or about 19% are concerned with Exergames when reporting on data protection. Examining the context of data protection phrases revealed that authors emphasised most the anonymisation of study artefacts such as transcripts [30], spreadsheets [38], blog-posts [35] or usage/interaction and activity profiles [24]. In both sub-collections, studies only sporadically reported on anonymisation of participants while also sometimes referring to "anonymising" when actually "pseudonymising" was performed [39].…”
Section: Data Protectionmentioning
confidence: 99%
“…In the period before GDPR introduction, eight studies or roughly 27% and in the period after nine studies or about 19% are concerned with Exergames when reporting on data protection. Examining the context of data protection phrases revealed that authors emphasised most the anonymisation of study artefacts such as transcripts [30], spreadsheets [38], blog-posts [35] or usage/interaction and activity profiles [24]. In both sub-collections, studies only sporadically reported on anonymisation of participants while also sometimes referring to "anonymising" when actually "pseudonymising" was performed [39].…”
Section: Data Protectionmentioning
confidence: 99%
“…Within the field of exertion games, designers have investigated various ways of challenging player's bodily abilities through digital, full body games (Marshall, Linehan, & Hazzard, 2016;Mueller et al, 2011). Benford et al (2012) have even considered how digital stimulation can be used to purposefully induce different uncomfortable sensations in players, to create various entertaining outcomes.…”
Section: Vertigo Experiencesmentioning
confidence: 99%
“…In [23], a project where the purpose was to describe the acute exercise responses, heart rate, and rate of perceived exertion to exergaming using full-body isometric muscle resistance and to determine whether these responses are different during single-versus opponent-based play. In [24], Marshall, Linehan and Hazzard describes the design and study of two multi-player games that encourage players to use brute force directly against other players. The first game is Balance of Power, which is a tugof-war style game implemented with the Kinect, while Bundle is a playground-inspired chasing game implemented with smartphones.…”
Section: Related Workmentioning
confidence: 99%
“…Further there are exergames that explores the borders of the physical and virtual world [14][15][16][17][18][19][20][21][22]. Exergames focusing on muscle strengthening in general, which are not used for physical treatment are underrepresented in the literature on exergames, although there are some examples [23][24][25][26].…”
Section: Introductionmentioning
confidence: 99%