Towards a 2nd person perspective on bodily play

Florian 'Floyd' Mueller, Kurra Harshitha, Zhuying Li, Mario Boot, Rich Byrne, Tuomas Kari, Eshita Arza, Yash Mehta

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

5 Citations (Scopus)


Recent HCI work on digital games highlighted the advantage for designers to take on a 1 st person perspective on the human body (referring to the phenomenological “lived” body) and a 3 rd person perspective (the material “fleshy” body, similar to looking in the mirror). This is useful when designing bodily play, however, we note that there is not much game design discussion on the 2 nd person social perspective that highlights the unique interplay between human bodies. To guide designers interested in supporting players to experience their social bodies as play, we describe how game designers can engage with the 2 nd person perspective through two design tactics based on two of our own play systems. With our work, we hope we can aid designers in embracing this 2 nd person perspective so that more people can benefit from engaging their bodies through games and play.

Original languageEnglish
Title of host publicationProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts
EditorsZachary O. Toups, Peta Wyeth
Place of PublicationNew York NY USA
PublisherAssociation for Computing Machinery (ACM)
Number of pages9
ISBN (Electronic)9781450359689
Publication statusPublished - 2018
Externally publishedYes
EventACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2018 - Melbourne, Australia
Duration: 28 Oct 201831 Oct 2018
Conference number: 5th


ConferenceACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2018
Abbreviated titleCHI PLAY 2018
Internet address


  • 2 Person
  • Body
  • Exertion Games
  • Play
  • Social
  • Whole-Body Interaction

Cite this