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.
| Original language | English |
|---|---|
| Title of host publication | Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play |
| Editors | Regan Mandryk, Paul Cairns |
| Place of Publication | New York NY USA |
| Publisher | Association for Computing Machinery (ACM) |
| Pages | 159-170 |
| Number of pages | 12 |
| ISBN (Electronic) | 9781450344562 |
| DOIs | |
| Publication status | Published - 2016 |
| Externally published | Yes |
| Event | ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2016 - Austin, United States of America Duration: 16 Oct 2016 → 19 Oct 2016 Conference number: 3rd https://chiplay.acm.org/2016/ https://dl.acm.org/doi/proceedings/10.1145/2968120 |
Conference
| Conference | ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2016 |
|---|---|
| Abbreviated title | CHI PLAY 2016 |
| Country/Territory | United States of America |
| City | Austin |
| Period | 16/10/16 → 19/10/16 |
| Internet address |
Keywords
- Exertion games
- Ilinx
- Movement-based games
- Play
- Vertigo
- Vestibular Stimulation
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