Abstract
This paper seeks to expand the understanding of gravity as a powerful but underexplored design resource for movement-based games and play. We examine how gravity has been utilized and manipulated in digital, physical, and mixed reality games and sports, considering five central and gravity-related facets of user experience: realism, affect, challenge, movement diversity, and sociality. For each facet, we suggest new directions for expanding the field of movement-based games and play, for example through novel combinations of physical and digital elements. Our primary contribution is a structured articulation of a novel point of view for designing games and interactions for the moving body. Additionally, we point out new research directions, and our conceptual framework can be used as a design tool. We demonstrate this in 1) creating and evaluating a novel gravity-based game mechanic, and 2) analyzing an existing movement-based game and suggesting future improvements.
Original language | English |
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Title of host publication | Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play |
Editors | Regan L. Mandryk, Daniel Johnson |
Place of Publication | New York NY USA |
Publisher | Association for Computing Machinery (ACM) |
Pages | 67-77 |
Number of pages | 12 |
ISBN (Electronic) | 9781450334662 |
DOIs | |
Publication status | Published - 2015 |
Externally published | Yes |
Event | ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2015 - London, United Kingdom Duration: 5 Oct 2015 → 7 Oct 2015 Conference number: 2nd https://chiplay.acm.org/2015/ https://dl.acm.org/doi/proceedings/10.1145/2793107 |
Conference
Conference | ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2015 |
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Abbreviated title | CHI PLAY 2015 |
Country/Territory | United Kingdom |
City | London |
Period | 5/10/15 → 7/10/15 |
Internet address |
Keywords
- Bodily interaction
- Exergames
- Exertion games
- Game design
- Gravity
- Movement-based games