Abstract
Vertigo can be described as an attempt to momentarily destroy the stability of perception and inflict a kind of voluptuous panic upon an otherwise lucid mind. Vertigo has, however, not been generally considered as a design resource and we believe it to be under-explored in the area of digital bodily play. To investigate how vertigo could be considered as a design resource in this context, we conducted a review of relevant literature and held a design workshop with nine students to explore the potential of vertigo as a design resource for digital bodily play. From our exploration we identify five key design themes that designers might consider when designing a Vertigo Experience. Through this work we hope to encourage designers of bodily play experiences to consider vertigo as a design resource in their games.
Original language | English |
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Title of host publication | Proceedings of the Tenth Anniversary Conference on Tangible Embedded and Embodied Interaction |
Editors | Luc Geurts, Bart Hengeveld, Daniel Saakes |
Place of Publication | New York NY USA |
Publisher | Association for Computing Machinery (ACM) |
Pages | 296-303 |
Number of pages | 8 |
ISBN (Electronic) | 9781450335829 |
DOIs | |
Publication status | Published - 2016 |
Externally published | Yes |
Event | Tangible, Embedded, and Embodied Interaction 2016 - Eindhoven, Netherlands Duration: 14 Feb 2016 → 17 Feb 2016 Conference number: 10th https://tei.acm.org/2016/ https://dl.acm.org/doi/proceedings/10.1145/2839462 (Proceedings) |
Conference
Conference | Tangible, Embedded, and Embodied Interaction 2016 |
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Abbreviated title | TEI 2016 |
Country/Territory | Netherlands |
City | Eindhoven |
Period | 14/02/16 → 17/02/16 |
Internet address |
Keywords
- Body
- Game design
- Play
- Vertigo