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Combining moving bodies with digital elements: design space between players and screens

Published: 30 September 2013 Publication History

Abstract

In playground games, an important part of engagement occurs in the physical space where people focus on each other's movements. In contrast, digital games often focus on engagement via a screen. By combining digital elements with playground ideas we identify new design opportunities where players are given freedom to play face-to-face. During a Game Jam workshop, we explore this design space by looking at innovative ways that digital technology can respond to movement. We find by removing the disparity between player movement and its digital representation, players can concentrate on each other and enjoy closer interaction. Through the exploration of digital elements and playground ideas, we suggest designers of movement-based games should consider the design space between the player and the screen using interactive technology to create engaging social digital play experiences.

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Cited By

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  • (2021)Actuating Myself: Designing Hand-Games Incorporating Electrical Muscle StimulationExtended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play10.1145/3450337.3483464(228-235)Online publication date: 15-Oct-2021
  • (2018)Arm-A-DineProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242710(299-313)Online publication date: 23-Oct-2018
  • (2018)Extracting Design Guidelines for Wearables and Movement in Tabletop Role-Playing Games via a Research Through Design ProcessProceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3174087(1-13)Online publication date: 21-Apr-2018
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cover image ACM Other conferences
IE '13: Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
September 2013
243 pages
ISBN:9781450322546
DOI:10.1145/2513002
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Macquarie University-Sydney

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 30 September 2013

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Author Tags

  1. digital game
  2. exertion game
  3. game design
  4. kinesthetic interaction
  5. movement-based game
  6. performance
  7. proxemics
  8. social interaction
  9. social play

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  • Research-article

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IE'2013
Sponsor:
IE'2013: The 9th Australasian Conference on Interactive Entertainment -
September 30 - October 1, 2013
Melbourne, Australia

Acceptance Rates

IE '13 Paper Acceptance Rate 20 of 51 submissions, 39%;
Overall Acceptance Rate 64 of 148 submissions, 43%

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Cited By

View all
  • (2021)Actuating Myself: Designing Hand-Games Incorporating Electrical Muscle StimulationExtended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play10.1145/3450337.3483464(228-235)Online publication date: 15-Oct-2021
  • (2018)Arm-A-DineProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242710(299-313)Online publication date: 23-Oct-2018
  • (2018)Extracting Design Guidelines for Wearables and Movement in Tabletop Role-Playing Games via a Research Through Design ProcessProceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3174087(1-13)Online publication date: 21-Apr-2018
  • (2017)A Review of Proxemics in ‘Smart Game-Playing’Citizen, Territory and Technologies: Smart Learning Contexts and Practices10.1007/978-3-319-61322-2_22(219-226)Online publication date: 22-Jun-2017
  • (2016)SensationProceedings of the 2016 CHI Conference on Human Factors in Computing Systems10.1145/2858036.2858418(3944-3955)Online publication date: 7-May-2016
  • (2016)Designing for social play in co-located mobile gamesProceedings of the Australasian Computer Science Week Multiconference10.1145/2843043.2843476(1-10)Online publication date: 1-Feb-2016
  • (2016)You are Your Data: Self-Tracking Practices and Concepts of DataLifelogging10.1007/978-3-658-13137-1_4(61-79)Online publication date: 15-Jun-2016
  • (2015)Guidelines for the Design of Movement-Based Games and Their Relevance to HCIHuman-Computer Interaction10.1080/07370024.2014.99664730:3-4(366-399)Online publication date: 1-May-2015
  • (2015)Expanding social mobile games beyond the device screenPersonal and Ubiquitous Computing10.1007/s00779-015-0845-019:3-4(495-508)Online publication date: 1-Jul-2015
  • (2014)Playful Game JamsProceedings of the 2014 Conference on Interactive Entertainment10.1145/2677758.2677778(1-10)Online publication date: 2-Dec-2014
  • Show More Cited By

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