2017
DOI: 10.1145/3064938
|View full text |Cite
|
Sign up to set email alerts
|

Designing for Bodily Interplay in Social Exertion Games

Abstract: While exertion games facilitate, and benefit from, social play, most exertion games merely support players acting independently. To help designers explore the richness of social play in exertion games, we present the design dimension “bodily interplay” that gives critical focus to how players’ bodies interact with one another. We offer two broad categories of bodily interplay— parallel and interdependent play —to explain how exertion games can facilitate independ… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
12
0

Year Published

2018
2018
2024
2024

Publication Types

Select...
6
4

Relationship

0
10

Authors

Journals

citations
Cited by 75 publications
(15 citation statements)
references
References 69 publications
0
12
0
Order By: Relevance
“…Among others, the designs of all elements related to the three design levels should be based on theories and approaches like the “game flow” [155] and the “dual flow” [156] to allow for a maximum attractive and effective training/gameplay experience through an individually adaptable game difficulty and complexity and in terms of a multiplayer, a dynamic grading, and balancing of all players even if they have different skills [157]. Additionally, findings from the interdisciplinary research debate with and on exergames provide further insights into the impact of various controller technologies [158], body movements [159], social exertion, and bodily interplay [160] as well as various design parameters (visuals, audio, perspectives and points of view, etc.) on the player's gameplay/training experiences.…”
Section: A Call For More Hiit In Exergames For Older Adultsmentioning
confidence: 99%
“…Among others, the designs of all elements related to the three design levels should be based on theories and approaches like the “game flow” [155] and the “dual flow” [156] to allow for a maximum attractive and effective training/gameplay experience through an individually adaptable game difficulty and complexity and in terms of a multiplayer, a dynamic grading, and balancing of all players even if they have different skills [157]. Additionally, findings from the interdisciplinary research debate with and on exergames provide further insights into the impact of various controller technologies [158], body movements [159], social exertion, and bodily interplay [160] as well as various design parameters (visuals, audio, perspectives and points of view, etc.) on the player's gameplay/training experiences.…”
Section: A Call For More Hiit In Exergames For Older Adultsmentioning
confidence: 99%
“…Motion-based technologies are ideally suited for this application, supporting systems that, for example, can be used in groups ( 33 , 35 , 39 , 41 , 43 ). An example of this can be identified in recent work by Mueller et al ( 50 ), whose findings revealed that embedding a social component in motion-based gaming interventions can increase motivation and engagement. Relevant social considerations for PCI include a focus on group activities, ensuring timely and constructive interactions with the system, and reducing the likelihood of failure during system interactions.…”
Section: Motion-based Technology System Development Guidelinesmentioning
confidence: 93%
“…There has been a wide diversity of studies concerning exergaming across different disciplines. However, most of the previous studies on exergaming have focused on a device‐centric perspective, such as the games and gaming devices themselves or their design (eg, Mueller & Isbister, ; Laine & Suk, ; Mueller, Gibbs, Vetere, & Edge, ), on the potential of these games to promote physical activity or physical fitness (eg, Baranowski et al, ; LeBlanc et al, ; Marquet, Alberico, & Hipp, ), or on their possibilities in assisting with ailments, disorders, healthy aging, or rehabilitation (eg, Howcroft et al, ; Taylor & Griffin, ; Donath, Rössler, & Faude, ). Appendix presents an overview of previous research.…”
Section: Related Research and Backgroundmentioning
confidence: 99%