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Balance Ninja: Towards the Design of Digital Vertigo Games via Galvanic Vestibular Stimulation

Published: 15 October 2016 Publication History

Abstract

Vertigo -- the momentary disruption of the stability of perception -- is an intriguing game element that underlies many unique play experiences, such as spinning in circles as children to rock climbing as adults, yet vertigo is relatively unexplored when it comes to digital play. In this paper we explore the potential of Galvanic Vestibular Stimulation (GVS) as a game design tool for digital vertigo games. We detail the design and evaluation of a novel two player GVS game, Balance Ninja. From study observations and analysis of Balance Ninja (N=20), we present three design themes and six design strategies that can be used to aid game designers of future digital vertigo games. With this work we aim to highlight that vertigo can be a valuable digital game element that helps to expand the range of games we play.

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    cover image ACM Conferences
    CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play
    October 2016
    424 pages
    ISBN:9781450344562
    DOI:10.1145/2967934
    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 the author(s) 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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    Published: 15 October 2016

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    1. exertion games
    2. ilinx
    3. movement-based games
    4. play
    5. vertigo
    6. vestibular stimulation

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    CHI PLAY '16 Paper Acceptance Rate 36 of 124 submissions, 29%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

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    • (2024)Synthetic Visual Sensations: Augmenting Human Spatial Awareness with a Wearable Retinal Electric Stimulation DeviceProceedings of the Augmented Humans International Conference 202410.1145/3652920.3652932(15-27)Online publication date: 4-Apr-2024
    • (2024)Wearable gaming technologyInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2023.103157181:COnline publication date: 1-Jan-2024
    • (2023)A Design Framework for Ingestible PlayACM Transactions on Computer-Human Interaction10.1145/358995430:4(1-39)Online publication date: 11-Sep-2023
    • (2023)Technology, Movement, and Play Is Hampering and Boosting Interactive PlayCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616050(231-234)Online publication date: 6-Oct-2023
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