The Design Space of Body Games: Technological, Physical, and Social Design
2013 (English)In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems / [ed] Susanne Bødker and Stephen Brewster, New York: ACM Press, 2013, 3365-3374 p.Conference paper (Refereed)
The past decade has seen an increased focus on bodymovement in computer games. We take a step further tolook at body games: games in which the main source ofenjoyment comes from bodily engagement. We argue thatfor these games, the physical and social settings becomejust as important design resources as the technology.Although all body games benefit from an integrated designapproach, the social and physical setting becomeparticularly useful as design resources when the technologyhas limited sensing capabilities. We develop ourunderstanding of body games through a literature study anda concrete design experiment with designing multiplayergames for the BodyBug, a mobile device with limitedsensing capabilities. Although the device was designed forfree and natural movements, previous games fell short inrealizing this design ideal. By designing the technologyfunction together with its physical and social context, wewere able to overcome some of the device limitations. Oneof the games was subsequently incorporated in itscommercial release.
Place, publisher, year, edition, pages
New York: ACM Press, 2013. 3365-3374 p.
Gesture, Movement, Design, Sensing, Game, Dance, Social Play
Research subject Human-Computer Interaction
IdentifiersURN: urn:nbn:se:uu:diva-197713DOI: 10.1145/2470654.2466461ISBN: 978-1-4503-1899-0OAI: oai:DiVA.org:uu-197713DiVA: diva2:613885
ACM SIGCHI Conference on Human Factors in Computing Systems, April 27 - May 2, 2013, Paris, France