Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play 2015
DOI: 10.1145/2793107.2793110
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Utilizing Gravity in Movement-Based Games and Play

Abstract: This paper seeks to expand the understanding of gravity as a powerful but underexplored design resource for movement-based games and play. We examine how gravity has been utilized and manipulated in digital, physical, and mixed reality games and sports, considering five central and gravity-related facets of user experience: realism, affect, challenge, movement diversity, and sociality. For each facet, we suggest new directions for expanding the field of movement-based games and play, for example through novel … Show more

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Cited by 34 publications
(15 citation statements)
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“…The system will offer relate content for the information of user automatically. [20] Artificial Intelligent system is used to many industries, so e-Learning industry is using AI for teacher in e-Learning system (show in the Fig. 13).…”
Section: B E-learning For Working Skillmentioning
confidence: 99%
“…The system will offer relate content for the information of user automatically. [20] Artificial Intelligent system is used to many industries, so e-Learning industry is using AI for teacher in e-Learning system (show in the Fig. 13).…”
Section: B E-learning For Working Skillmentioning
confidence: 99%
“…• Presented full paper on workshop findings and Case Study 1 system Inner Disturbance at demo session of the ACM International conference on Tangible, Embedded and Embodied Interaction (TEI) 2016, in Eindhoven, Netherlands (Byrne et al, 2016b (Hämäläinen, Marshall, Kajastila, Byrne, & Mueller, 2015), and a work in progress paper (Alavesa, Schmidt, Fedosov, Byrne, & Mueller, 2015).…”
Section: • Presented Doctoral Research At the Acm Conference Companion Publication Onmentioning
confidence: 99%
“…Similarly, the work of Hämäläinen et al [16] collates several body-based gravity games, such as a trampoline training game that makes jumpers feel as though they are jumping higher than they are [21]. Kajastila et al investigated digitally altering the player environment with their augmented climbing wall [20,22], where climbers can follow projected routes, and even play games to improve their movements.…”
Section: Altering the Environment To Enhance Vertigo Experiencesmentioning
confidence: 99%