Abstract
This chapter describes embodied interaction as a stance towards interaction design for games. It aims at informing game developers with bridging concepts between gameplay and different interaction paradigms that incorporate and focus on the human body (i.e., body-based, natural and tangible interaction). It highlights challenges, potentials and pitfalls of physical interactions and discusses the role of the human mind-body relation as a fundamental concept towards serious game interaction design. This chapter underlines embodied interaction in play as a promising perspective for game developers, that puts emphasize on the notion of humans as social and physical creatures with sentient bodies and highlights the relevance of this perspective for serious game interaction design as well as research in the field. One of the main challenges for researchers in this field will be to create meaningful interactions that internalize these concepts as integral parts of how serious games achieve their impact.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Android wear. https://www.android.com/wear/
Arduino microcontroller. http://www.arduino.cc
Fitbit - activity tracker. http://www.fitbit.com
Jewel mine. http://ict.usc.edu/prototypes/jewel-mine/
Leap motion. https://www.leapmotion.com
Microsoft kinect. https://developer.microsoft.com/en-us/windows/kinect
Microsoft research: stroke recovery with kinect. http://research.microsoft.com/en-us/projects/stroke-recovery-with-kinect/
Phidgets - products for usb sensing and control. http://www.phidgets.com
Tobii eye tracking enabled games. http://www.tobii.com/xperience/apps/
Aymerich-Franch, L., Kizilcec, R.F., Bailenson, J.N.: The relationship between virtual self similarity and social anxiety. Front. Hum. Neurosci. 8, 944 (2014)
Bakker, S., Antle, A.N., Van Den Hoven, E.: Embodied metaphors in tangible interaction design. Pers. Ubiquit. Comput. 16(4), 433–449 (2012)
Bakker, S., Vorstenbosch, D., van den Hoven, E., Hollemans, G., Bergman, T.: Weathergods: tangible interaction in a digital tabletop game. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction, TEI 2007, New York, NY, USA, pp. 151–152. ACM (2007). http://doi.acm.org/10.1145/1226969.1227000
Bente, G., Eschenburg, F., Aelker, L.: Effects of simulated gaze on social presence, person perception and personality attribution in avatar-mediated communication. In: Presence 2007: Proceedings of the 10th Annual International Workshop on Presence, 25–27 October 2007, Barcelona, Spain, pp. 207–214 (2007)
Bergen, B.K.: Louder Than Words: The New Science of How the Mind Makes Meaning. Basic Books, New York (2012)
Chang, Y.J., Chen, S.F., Huang, J.D.: A kinect-based system for physical rehabilitation: a pilot study for young adults with motor disabilities. Res. Dev. Disabil. 32(6), 2566–2570 (2011)
Clark, A.: Being There: Putting Brain, Body, and World Together Again. MIT press, Cambridge (1998)
Cummings, J.J., Bailenson, J.N.: How immersive is enough? a meta-analysis of the effect of immersive technology on user presence. Media Psychol. (ahead-of-print) 19, 1–38 (2015)
van Dijk, J., van der Lugt, R., Hummels, C.: Beyond distributed representation: embodied cognition design supporting socio-sensorimotor couplings. In: Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction, pp. 181–188. ACM (2014)
Dourish, P.: Where the Action Is: The Foundations of Embodied Interaction. MIT press, Cambridge (2004)
Downs, J., Vetere, F., Howard, S., Loughnan, S., Smith, W.: Audience experience in social videogaming: effects of turn expectation and game physicality. In: Proceedings of the 32nd Annual ACM Conference on Human Factors in Computing Systems, pp. 3473–3482. ACM (2014)
Gajadhar, B.J., De Kort, Y., IJsselsteijn, W.A.: Rules of engagement: influence of co-player presence on player involvement in digital games. Int. J. Gaming Computer-Mediated Simul. (IJGCMS) 1(3), 14–27 (2009)
Gerling, K., Livingston, I., Nacke, L., Mandryk, R.: Full-body motion-based game interaction for older adults. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 2012, New York, NY, USA, pp. 1873–1882. ACM (2012). http://doi.acm.org/10.1145/2207676.2208324
Goldin-Meadow, S., Nusbaum, H., Kelly, S.D., Wagner, S.: Explaining math: gesturing lightens the load. Psychol. Sci. 12(6), 516–522 (2001)
He, G.F., Park, J.W., Kang, S.K., Jung, S.T.: Development of gesture recognition-based serious games. In: 2012 IEEE-EMBS International Conference on Biomedical and Health Informatics (BHI), pp. 922–925. IEEE (2012)
Höök, K., Ståhl, A., Jonsson, M., Mercurio, J., Karlsson, A., Banka Johnson, E.C.: Somaethetic design. Interactions 22, 26–33 (2015). http://dx.doi.org/10.1145/2770888
Hornecker, E., Buur, J.: Getting a grip on tangible interaction: a framework on physical space and social interaction. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 437–446. ACM (2006)
Ishii, H., Ullmer, B.: Tangible bits: towards seamless interfaces between people, bits and atoms. In: Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems, pp. 234–241. ACM (1997)
Istance, H., Vickers, S., Hyrskykari, A.: Gaze-based interaction with massively multiplayer on-line games. In: CHI 2009 Extended Abstracts on Human Factors in Computing Systems, pp. 4381–4386. ACM (2009)
Jack, D., Boian, R., Merians, A., Adamovich, S.V., Tremaine, M., Recce, M., Burdea, G.C., Poizner, H.: A virtual reality-based exercise program for stroke rehabilitation. In: Proceedings of the Fourth International ACM Conference on Assistive Technologies, pp. 56–63. ACM (2000)
Johnson, M.: The Body in the Mind: The Bodily Basis of Meaning, Imagination, and Reason. University of Chicago Press, Chicago (2013)
Jordà, S., Kaltenbrunner, M., Geiger, G., Alonso, M.: The reactable: a tangible tabletop musical instrument and collaborative workbench. In: ACM SIGGRAPH 2006 Sketches, SIGGRAPH 2006, New York, NY, USA. ACM (2006). http://doi.acm.org/10.1145/1179849.1179963
Kipp, M., Gebhard, P.: IGaze: studying reactive gaze behavior in semi-immersive human-avatar interactions. In: Prendinger, H., Lester, J., Ishizuka, M. (eds.) IVA 2008. LNCS (LNAI), vol. 5208, pp. 191–199. Springer, Heidelberg (2008). doi:10.1007/978-3-540-85483-8_19
Kjeldsen, R., Hartman, J.: Design issues for vision-based computer interaction systems. In: Proceedings of the 2001 Workshop on Perceptive User Interfaces, pp. 1–8. ACM (2001)
Klemmer, S.R., Hartmann, B., Takayama, L.: How bodies matter: five themes for interaction design. In: Proceedings of the 6th Conference on Designing Interactive Systems, pp. 140–149. ACM (2006)
Lankes, M., Mirlacher, T., Wagner, S., Hochleitner, W.: Whom are you looking for?: the effects of different player representation relations on the presence in gaze-based games. In: Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, pp. 171–179. ACM (2014)
Lee, J.E.R., Nass, C.I., Bailenson, J.N.: Does the mask govern the mind?: effects of arbitrary gender representation on quantitative task performance in avatar-represented virtual groups. Cyberpsychology Behav. Soc. Netw. 17(4), 248–254 (2014)
Li, Y., Fontijn, W., Markopoulos, P.: A tangible tabletop game supporting therapy of children with cerebral palsy. In: Markopoulos, P., Ruyter, B., IJsselsteijn, W., Rowland, D. (eds.) Fun and Games 2008. LNCS, pp. 182–193. Springer, Heidelberg (2008). doi:10.1007/978-3-540-88322-7_18
Malinverni, L., Burguès, N.P.: The medium matters: the impact of full-body interaction on the socio-affective aspects of collaboration. In: Proceedings of the 14th International Conference on Interaction Design and Children, IDC 2015, New York, NY, USA, pp. 89–98. ACM (2015). http://doi.acm.org/10.1145/2771839.2771849
Maurer, B., Aslan, I., Wuchse, M., Neureiter, K., Tscheligi, M.: Gaze-based onlooker integration: exploring the in-between of active player and passive spectator in co-located gaming. In: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015, NewYork, NY, USA, pp. 163–173. ACM (2015). http://doi.acm.org/10.1145/2793107.2793126
Maurer, B., Bergner, F., Kober, P., Baumgartner, R.: Improving rehabilitation process after total knee replacement surgery through visual feedback and enhanced communication in a serious game. In: Proceedings of the 30th ACM International Conference on Design of Communication, pp. 355–356. ACM (2012)
Maurer, B., Gärtner, M., Wuchse, M., Meschtscherjakov, A., Tscheligi, M.: Utilizing a digital game as a mediatory artifact for social persuasion to prevent speeding. In: Meschtscherjakov, A., Ruyter, B., Fuchsberger, V., Murer, M., Tscheligi, M. (eds.) PERSUASIVE 2016. LNCS, pp. 199–210. Springer, Heidelberg (2016). doi:10.1007/978-3-319-31510-2_17
McCallum, S., Boletsis, C.: Dementia games: a literature review of dementia-related serious games. In: Ma, M., Oliveira, M.F., Petersen, S., Hauge, J.B. (eds.) SGDA 2013. LNCS, vol. 8101, pp. 15–27. Springer, Heidelberg (2013). doi:10.1007/978-3-642-40790-1_2
McCallum, S., Boletsis, C.: A taxonomy of serious games for dementia. In: Schouten, B., Fedtke, S., Bekker, T., Schijven, M., Gekker, A. (eds.) Games for Health, pp. 219–232. Springer Fachmedien Wiesbaden, Wiesbaden (2013)
Morawe, V., Reiff, T.: PainStation. Ars Electronica (2002)
Mizobata, R., Silpasuwanchai, C., Ren, X.: Only for casual players?: investigating player differences in full-body game interaction. In: Proceedings of the Second International Symposium of Chinese CHI, Chinese CHI 2014, New York, NY, USA, pp. 57–65. ACM (2014). http://doi.acm.org/10.1145/2592235.2592244
Mueller, F., Isbister, K., Mueller, F., Isbister, K.: Movement-based game guidelines. ACM, New York (2014)
Nacke, L.E., Stellmach, S., Sasse, D., Lindley, C.A.: Gameplay experience in a gaze interaction game. In: Proceedings of 5th Conference on Communication by Gaze Interaction - COGAIN 2009, pp. 49–54. The COGAIN Association (2009)
Nowak, K.L., Rauh, C.: The influence of the avatar on online perceptions of anthropomorphism, androgyny, credibility, homophily, and attraction. J. Computer-Mediated Commun. 11(1), 153–178 (2005)
Peitz, J., Eriksson, D., Björk, S.: Augmented board games: enhancing board games with electronics. In: Proceedings of DiGRA 2005 Conference: Changing Views-Worlds in Play (2005)
Pfeifer, R., Bongard, J.: How the Body Shapes the Way We Think: A New View of Intelligence. MIT press, Cambridge (2006)
Purvis, C.K., Jones, M., Bailey, J.O., Bailenson, J., Taylor, C.B.: Developing a novel measure of body satisfaction using virtual reality. PloS one 10(10), e0140158 (2015)
Schönauer, C., Pintaric, T., Kaufmann, H.: Full body interaction for serious games in motor rehabilitation. In: Proceedings of the 2nd Augmented Human International Conference, AH 2011, pp. 4:1–4:8, New York, NY, USA. ACM (2011). http://doi.acm.org/10.1145/1959826.1959830
Schwarz, J., Marais, C.C., Leyvand, T., Hudson, S.E., Mankoff, J.: Combining body pose, gaze, and gesture to determine intention to interact in vision-based interfaces. In: Proceedings of the 32nd Annual ACM Conference on Human Factors in Computing Systems, CHI 2014, New York, NY, USA, pp. 3443–3452. ACM (2014). http://doi.acm.org/10.1145/2556288.2556989
Shusterman, R.: Body consciousness: a philosophy of mindfulness and somaesthetics. Cambridge University Press, Cambridge (2008)
Sjöblom, B.: Gaming as a situated collaborative practice. Human IT 9(3), 128–165 (2008)
Steptoe, W., Wolff, R., Murgia, A., Guimaraes, E., Rae, J., Sharkey, P., Roberts, D., Steed, A.: Eye-tracking for avatar eye-gaze and interactional analysis in immersive collaborative virtual environments. In: Proceedings of the 2008 ACM Conference on Computer Supported Cooperative Work, pp. 197–200. ACM (2008)
Valli, A.: The design of natural interaction. Multimedia Tools Appl. 38(3), 295–305 (2008)
Vickers, S., Istance, H., Hyrskykari, A., Ali, N., Bates, R.: Keeping an eye on the game: eye gaze interaction with massively multiplayer online games and virtual communities for motor impaired users (2008)
Weiser, M., Brown, J.S.: The coming age of calm technology. In: Beyond Calculation, pp. 75–85. Springer (1997)
Won, A.S., Tataru, C.A., Cojocaru, C.M., Krane, E.J., Bailenson, J.N., Niswonger, S., Golianu, B.: Two virtual reality pilot studies for the treatment of pediatric crps. Pain Med. 16, 1644–1647 (2015)
Yee, N., Bailenson, J.: The proteus effect: the effect of transformed self-representation on behavior. Hum. Commun. Res. 33(3), 271–290 (2007). http://dx.doi.org/10.1111/j.1468-2958.2007.00299.x
Yin, Y., Davis, R.: Toward natural interaction in the real world: real-time gesture recognition. In: International Conference on Multimodal Interfaces and the Workshop on Machine Learning for Multimodal Interaction, ICMI-MLMI 2010, New York, NY, USA, pp. 15:1–15:8. ACM (2010). http://doi.acm.org/10.1145/1891903.1891924
Zain, N.H.B.M., Jaafar, A.: Integrating digital games based learning environments with eye gaze-based interaction. In: 2011 International Conference on Pattern Analysis and Intelligent Robotics (ICPAIR), vol. 2, pp. 222–227. IEEE (2011)
Zalapa, R., Tentori, M.: Movement-based and tangible interactions to offer body awareness to children with autism. In: Urzaiz, G., Ochoa, S.F., Bravo, J., Chen, L.L., Oliveira, J. (eds.) UCAmI 2013. LNCS, vol. 8276, pp. 127–134. Springer, Heidelberg (2013)
Zhang, H., Fricker, D., Smith, T.G., Yu, C.: Real-time adaptive behaviors in multimodal human-avatar interactions. In: International Conference on Multimodal Interfaces and the Workshop on Machine Learning for Multimodal Interaction, ICMI-MLMI 2010, New York, NY, USA, pp. 4:1–4:8. ACM (2010). http://doi.acm.org/10.1145/1891903.1891909
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Further Readings and Theoretical Grounding
Further Readings and Theoretical Grounding
To get a more thorough understanding of the theoretical concepts and perspectives mentioned in this chapter, the following list is suggested as a starting point for further readings:
-
Embodied Interaction: Dourish, P.: Where the action is: the foundations of embodied interaction. MIT press (2004) [19];
-
Somaesthetics: Shusterman, R.: Body consciousness: A philosophy of mindfulness and somaesthetics. Cambridge University Press (2008) [54];
-
Human body-mind relation: Bergen, B.K.: Louder than words: The new science of how the mind makes meaning. Basic Books (2012) [14]; Pfeifer, R., Bongard, J.: How the body shapes the way we think: a new view of intelligence. MIT press (2006) [50];
-
Tangible Interaction: Hornecker et al.: Getting a grip on tangible interaction: a framework on physical space and social interaction [26]; Ishii et al.: Tangible bits: towards seamless interfaces between people, bits and atoms [27].
Rights and permissions
Copyright information
© 2016 Springer International Publishing AG
About this chapter
Cite this chapter
Maurer, B. (2016). Embodied Interaction in Play: Body-Based and Natural Interaction in Games. In: Dörner, R., Göbel, S., Kickmeier-Rust, M., Masuch, M., Zweig, K. (eds) Entertainment Computing and Serious Games. Lecture Notes in Computer Science(), vol 9970. Springer, Cham. https://doi.org/10.1007/978-3-319-46152-6_15
Download citation
DOI: https://doi.org/10.1007/978-3-319-46152-6_15
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-46151-9
Online ISBN: 978-3-319-46152-6
eBook Packages: Computer ScienceComputer Science (R0)