Abstract
Bodily play systems are becoming increasingly prevalent, with research aiming to understand the associated player experience. We argue that a more nuanced lexicon describing "bodily play experience" can be beneficial to drive the field forward. We provide game designers with two German words to communicate two different aspects of experience: "Erfahrung", referring to experience where one is actively engaged in and gains knowledge from; and "Erlebnis", referring to a tacit experience often translated as "lived experience". We use these words to articulate a suite of design strategies for bodily play experiences by referring to past design work. We conclude by discussing these two aspects of experience in conjunction with two previously established perspectives on the human body. We believe this more nuanced lexicon can provide a clearer understanding for designers about bodily play allowing them to guide players in gaining the many benefits from such experiences.
Original language | English |
---|---|
Title of host publication | TEI’20 - Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction |
Editors | Orit Shaer, Jelle van Dijk, Andrew Kun |
Place of Publication | New York NY USA |
Publisher | Association for Computing Machinery (ACM) |
Pages | 337-348 |
Number of pages | 12 |
ISBN (Electronic) | 9781450361071 |
DOIs | |
Publication status | Published - 2020 |
Event | Tangible, Embedded, and Embodied Interaction 2020 - Sydney, Australia Duration: 9 Feb 2020 → 12 Feb 2020 Conference number: 14th https://tei.acm.org/2020/ https://dl.acm.org/doi/proceedings/10.1145/3374920 (Proceedings) |
Conference
Conference | Tangible, Embedded, and Embodied Interaction 2020 |
---|---|
Abbreviated title | TEI 2020 |
Country/Territory | Australia |
City | Sydney |
Period | 9/02/20 → 12/02/20 |
Internet address |
Keywords
- Bodily play
- Exertion games
- Games
- Play
- Whole-body interaction