A 2nd person social perspective on bodily play

Florian 'Floyd' Mueller, Zhuying Li, Richard Byrne, Yash Dhanpal Mehta, Peter Arnold, Tuomas Kari

Research output: Chapter in Book/Report/Conference proceedingConference PaperResearchpeer-review

15 Citations (Scopus)


Recent HCI work on digital games highlighted the advantage for designers to take on a 1st person perspective on the human body (referring to the phenomenological “lived” body) and a 3rd person perspective (the material “fleshy” body, similar to looking in the mirror). This is useful when designing bodily play, however, we note that there is not much game design discussion on the 2nd person social perspective that highlights the unique interplay between human bodies. To guide designers interested in supporting players to experience their bodies as play, we describe how game designers can engage with the 2nd person social perspective through a set of design tactics based on four of our own play systems. With our work, we hope we can aid designers in embracing this 2nd person perspective so that more people can benefit from engaging their bodies through games and play.

Original languageEnglish
Title of host publicationCHI 2019 - Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
EditorsAnna Cox, Vassilis Kostakos
Place of PublicationNew York NY USA
PublisherAssociation for Computing Machinery (ACM)
Number of pages14
ISBN (Electronic)9781450359702
Publication statusPublished - 2019
Externally publishedYes
EventInternational Conference on Human Factors in Computing Systems 2019 - Glasgow, United Kingdom
Duration: 4 May 20199 May 2019
Conference number: 37th
https://chi2019.acm.org (Website)
https://dl.acm.org/doi/proceedings/10.1145/3290605 (Proceedings)


ConferenceInternational Conference on Human Factors in Computing Systems 2019
Abbreviated titleCHI 2019
Country/TerritoryUnited Kingdom
Internet address


  • Exertion games
  • Play
  • Social
  • Whole-body interaction

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