Taxonomy of exertion games

Florian Mueller, Martin R. Gibbs, Frank Vetere

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

90 Citations (Scopus)

Abstract

A new set of computationally-augmented games have emerged recently that require the user to move their body. These exertion games are believed to contribute to social, mental and in particular, physical benefits, marking a change in how we perceive computer gaming. However, although these games are a commercial success, research is lacking a theoretical understanding how to analyse existing and guide future designs. We present initial investigations towards a taxonomy of such exertion games with a focus on social aspects, based on work on traditional play and sports. Our contribution lays the foundation for the creation of a theoretical framework on exertion games, expanding our understanding of this exciting new area.

Original languageEnglish
Title of host publicationProceedings of the 20th Australasian Conference on Computer-Human Interaction
Subtitle of host publicationDesigning for Habitus and Habitat, OZCHI'08
PublisherAssociation for Computing Machinery (ACM)
Pages263-266
Number of pages4
ISBN (Print)0980306345, 9780980306347
DOIs
Publication statusPublished - 2008
Externally publishedYes
EventAustralian Computer Human Interaction Conference 2008 - Cairns, Australia
Duration: 8 Dec 200812 Dec 2008
Conference number: 20th
https://dl.acm.org/doi/proceedings/10.1145/1517744 (Conference Proceedings)

Conference

ConferenceAustralian Computer Human Interaction Conference 2008
Abbreviated titleOZCHI 2008
Country/TerritoryAustralia
CityCairns
Period8/12/0812/12/08
Internet address

Keywords

  • Categorization
  • Exergames
  • Exertion
  • Exertion interface
  • Framework
  • Game
  • Gaming
  • Model
  • Obesity
  • Taxonomy

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