Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction 2014
DOI: 10.1145/2540930.2540937
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Designing mediated combat play

Abstract: Supporting physical exertion is a growing trend in digital technology design. However, most experiences focus on bodily actions in which participants act independently of each other. In contrast, we focus on virtual body-to-body interactions between multiple participants, inspired by combat-oriented sports such as boxing that highlight the need to act while avoiding reciprocal bodily action. Mediating such body-to-body interactions with technology is challenging, particularly when participants are not colocate… Show more

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Cited by 25 publications
(9 citation statements)
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“…For example, Grand Push Auto [13] challenges players to push an automobile for specified periods of time, requiring real brute force and making players push through significant levels of pain. Mueller et al [17] describe a game where two players engage in a vigorous fight involving kicking and punching, but instead of attacking each other physically, each player attacks a soft game interface.…”
Section: Exertion Gamesmentioning
confidence: 99%
See 1 more Smart Citation
“…For example, Grand Push Auto [13] challenges players to push an automobile for specified periods of time, requiring real brute force and making players push through significant levels of pain. Mueller et al [17] describe a game where two players engage in a vigorous fight involving kicking and punching, but instead of attacking each other physically, each player attacks a soft game interface.…”
Section: Exertion Gamesmentioning
confidence: 99%
“…Interestingly, however, existing exertion video games rarely score high on a majority of these features. For example, Mueller's work [16,17] aims to moderate intensity, directness and injuries and promote fearlessness through removing inter-player contact.…”
Section: Exertion Gamesmentioning
confidence: 99%
“…Another assumption can be summarised as "[a]ll participants were male" [46, p.22]. While this is not the case for all papers (and even presumably decidedly not for others, e.g., [64]), conventionally cis-male coded culture as show of force [89], skill [103] or expertise [46] further insinuate the assumption of a (white) cis-male body as expected target group. Authors similarly rarely specify the required skills relevant to engage with a specific technology [47], even if increased diversity of bodyminds engaging with a technology might lead to meaningful insights [84].…”
Section: Bodies With Technologiesmentioning
confidence: 99%
“…In Tweetris [5], Shadow Showdown [6] and silhouettebased play [7], players use their body to fill in shapes projected on a screen. These games encourage full body activity and social collaboration in a public setting and focus purely on entertainment.…”
Section: Related Workmentioning
confidence: 99%