Abstract
The design space of vertigo games is underexplored, despite vertigo underlying many unique body based game experiences, such as rock climbing and dancing. In this paper we articulate the design and evaluation of a novel vertigo experience, Inner Disturbance, which uses Galvanic Vestibular Stimulation to affect the player's balance. Following study observations and a thematic analysis of Inner Disturbance (N=10), we present four themes and associated design sensitivities that can be used to aid designers of future digital vertigo games. With this work we aim to encourage others to experiment within this exciting new design space for digital games.
Original language | English |
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Title of host publication | Proceedings of the 28th Australian Computer-Human Interaction Conference (OzCHI 2016) |
Editors | Callum Parker |
Place of Publication | New York NY USA |
Publisher | Association for Computing Machinery (ACM) |
Pages | 551-556 |
Number of pages | 6 |
ISBN (Electronic) | 9781450346184 |
DOIs | |
Publication status | Published - 2016 |
Externally published | Yes |
Event | Australian Computer Human Interaction Conference 2016 - Launceston, Australia Duration: 29 Nov 2016 → 2 Dec 2016 Conference number: 28th http://www.ozchi.org/ozchi2016/ https://dl.acm.org/doi/proceedings/10.1145/3010915 (Proceedings) |
Conference
Conference | Australian Computer Human Interaction Conference 2016 |
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Abbreviated title | OZCHI 2016 |
Country/Territory | Australia |
City | Launceston |
Period | 29/11/16 → 2/12/16 |
Internet address |
Keywords
- Balance
- Galvanic vestibular stimulation
- Games
- Play
- Vertigo