i-dentity: innominate movement representation as engaging game element

Jayden Garner, Gavin Wood, Sebastiaan Pijnappel, Martin Murer, Florian 'Floyd' Mueller

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

13 Citations (Scopus)


Movement-based digital games typically make it clear whose movement representation belongs to which player. In contrast, we argue that selectively concealing whose movement controls which representation can facilitate engaging play experiences. We call this "innominate movement representation" and explore this opportunity through our game "i-dentity", where players have to guess who makes everyone's controller light up based on his/her movements. Our work reveals five dimensions for the design of innominate movement representation: Concealing the association between movement and representation; number of represented movements; number of players with representations; location of representation in relation to the body and technical attributes of representation. We also present five strategies for how innominate movement representation can be embedded into a play experience. With our work we hope to expand the range of digital movement games.

Original languageEnglish
Title of host publicationConference Proceedings, Toronto, Canada I April 26 – May 1, 2014
Subtitle of host publicationThe 32nd Annual ACM Conference on Human Factors in Computing Systems
EditorsAlbrecht Schmidt, Tovi Grossman
Place of PublicationNew York NY USA
PublisherAssociation for Computing Machinery (ACM)
Number of pages10
ISBN (Electronic)9781450324731
Publication statusPublished - 2014
Externally publishedYes
EventInternational Conference on Human Factors in Computing Systems 2014 - Metro Toronto Convention Centre, Toronto, Canada
Duration: 26 Apr 20141 May 2014
Conference number: 32nd
https://dl.acm.org/doi/proceedings/10.1145/2556288 (Proceedings)


ConferenceInternational Conference on Human Factors in Computing Systems 2014
Abbreviated titleCHI 2014
Internet address


  • Ambiguity
  • Digital play
  • Engagement
  • Entertainment
  • Game design
  • Movement representation
  • Social play

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