Designing for Social and Physical Interaction in Exertion Games

  • Florian ‘Floyd’ Mueller
  • Martin R. Gibbs
  • Frank Vetere
Chapter
Part of the Gaming Media and Social Effects book series (GMSE)

Abstract

Exertion games lend themselves to facilitating social and physical interactions, in particular when compared to button-press games. However, there is little understanding of how specific aspects of an exertion game’s design can facilitate these social and physical interactions. In response, we present a set of design themes based on our analysis of players’ experiences with a distributed table tennis game. The themes are: Shared Object, Anticipation, Secondary Performance, Movement Variety, and Uncertainty. We hope that these themes can guide other designers who aim to support social and physical interaction in order to support players profiting from the many associated benefits.

Keywords

Exertion games Social interaction Physical interaction Design Shared objects 

Notes

Acknowledgments

The authors wish to thank everyone who has helped with the project and the writing of this article. The first author would also like to thank the University of Melbourne, with which he was affiliated while the majority of this work was done.

References

  1. Bekker T, Sturm J, Eggen B (2010) Designing playful interactions for social interaction and physical play. Pers Ubiquit Comput 14(5):385–396. doi:10.1007/s00779-009-0264-1 CrossRefGoogle Scholar
  2. Benford S, Anastasi R, Flintham M, Drozd A, Crabtree A, Greenhalgh C, Tandavanitj N, Adams M, Row-Farr J (2003) Coping with uncertainty in a location-based game. IEEE Pervas Comput 2(3):34–41CrossRefGoogle Scholar
  3. Benford S, Schnädelbach H, Koleva B, Anastasi R, Greenhalgh C, Rodden T, Green J, Ghali A, Pridmore T, Gaver B (2005) Expected, sensed, and desired: a framework for designing sensing-based interaction. ACM Trans Comput Hum Interact (TOCHI) 12(1):3–30CrossRefGoogle Scholar
  4. Consalvo M (2007) Cheating: gaining advantage in videogames. The MIT Press, CambridgeGoogle Scholar
  5. Consolvo S, Everitt K, Smith I, Landay JA (2006) Design requirements for technologies that encourage physical activity. Paper presented at the proceedings of the SIGCHI conference on human factors in computing systems, MontrealGoogle Scholar
  6. Consolvo S, Klasnja P, McDonald DW, Avrahami D, Froehlich J, LeGrand L, Libby R, Mosher K, Landay JA (2008) Flowers or a robot army?: encouraging awareness and activity with personal, mobile displays. Paper presented at the proceedings of the 10th international conference on Ubiquitous computing, SeoulGoogle Scholar
  7. Czajkowski Z (n.d.) The essence and importance of timing (sense of surprise) in fencing. http://www.mat-fencing.com/Akademia16.html
  8. de Kort YAW, IJsselsteijn WA (2008) People, places, and play: player experience in a socio-spatial context. Comput Entertain(CIE) 6(2)Google Scholar
  9. Dourish P (2001) Where the action is: the foundations of embodied interaction. MIT Press, BostonGoogle Scholar
  10. Fogtmann MH, Fritsch J, Kortbek KJ (2008) Kinesthetic Interaction—revealing the Bodily Potential in Interaction Design. Paper presented at the OZCHI ‘08 conference of the computer-human interaction special interest group (CHISIG) of Australia on computer-human interaction, CairnsGoogle Scholar
  11. Gaver WW (1996) Affordances for interaction: the social is material for design. Ecol Psychol 8(2):111–129CrossRefMathSciNetGoogle Scholar
  12. Griffin S (2005) Push. Play: an examination of the gameplay button. Paper presented at the proceedings of DiGRA 2005 conference: changing views—worlds in play, VancouverGoogle Scholar
  13. Hornecker E, Buur J (2006) Getting a grip on tangible interaction: a framework on physical space and social interaction. Paper presented at the proceedings of the SIGCHI conference on human factors in computing systems, MontrealGoogle Scholar
  14. Ishii H, Wisneski C, Orbanes J, Chun B, Paradiso J (1999) PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play. Paper presented at the SIGCHI conference on human factors in computing systemsGoogle Scholar
  15. Iso-Ahola SE, Hatfield BD (1986) Psychology of sports: a social psychological approach. Wm. C. Brown Publishers, DubuqueGoogle Scholar
  16. Knoerlein B, Székely G, Harders M (2007) Visuo-haptic collaborative augmented reality ping-pong. In: International conference on advances in computer entertainment technology, 2007, pp 91–94, ACM Press, New YorkGoogle Scholar
  17. Larssen A, Loke L, Robertson T, Edwards J, Sydney A (2004) Understanding movement as input for interaction–a study of two eyetoy games. Paper presented at the proceedings of OzCHI ‘04, WollongongGoogle Scholar
  18. Lawn M, Takeda T (1998) Design of an action interface with networking ability for rehabilitation. In: IEEE Engineering in Medicine and Biology Society, Hong Kong, 1998Google Scholar
  19. Lin J, Mamykina L, Lindtner S, Delajoux G, Strub H (2006) Fish’n’Steps: encouraging physical activity with an interactive computer game. Paper presented at the UbiComp 2006: ubiquitous computing conferenceGoogle Scholar
  20. Lindley SE, Le Couteur J, Berthouze NL (2008) Stirring up experience through movement in game play: effects on engagement and social behaviour. Paper presented at the proceeding of the twenty-sixth annual SIGCHI conference on human factors in computing systems, FlorenceGoogle Scholar
  21. Linehan C, Roche B, McLoone S, Ward T (2006) Network latency in on-line gaming: an engineering or a psychological problem? Paper presented at the CGAMES 2006—9th international conference on computer games: AI, animation, mobile, educational and serious games, Dublin Institute of Technology, DublinGoogle Scholar
  22. McCarthy J, Wright P (2004) Technology as experience. The MIT Press, BostonGoogle Scholar
  23. Merleau-Ponty M (1945) Phenomenology of perception (Routledge Classics). Routledge, New YorkGoogle Scholar
  24. Moen J (2006) KinAesthetic movement interaction: designing for the pleasure of motion. Dissertation, KTH, Numerical Analysis and Computer Science, StockholmGoogle Scholar
  25. Mueller F, Agamanolis S, Picard R (2003) Exertion interfaces: sports over a distance for social bonding and fun. Paper presented at the SIGCHI conference on human factors in computing systems, Ft. LauderdaleGoogle Scholar
  26. Mueller F, Edge D, Vetere F, Gibbs MR, Agamanolis S, Bongers B, Sheridan JG (2011) Designing sports: a framework for exertion games. Paper presented at the CHI ‘11: proceedings of the SIGCHI conference on human factors in computing systems, VancouverGoogle Scholar
  27. Mueller F, Gibbs M, Vetere F (2008a) Taxonomy of exertion games. Paper presented at the OzCHI ‘08: proceedings of the 20th Australasian conference on computer-human interaction, CairnsGoogle Scholar
  28. Mueller F, Gibbs M, Vetere F (2009) Design influence on social play in distributed exertion games. Paper presented at the CHI ‘09: proceedings of the SIGCHI conference on human factors in computing systems., BostonGoogle Scholar
  29. Mueller F, Gibbs M, Vetere F, Agamanolis S (2008b) Design space of networked exertion games demonstrated by a three-way physical game based on Table Tennis. Comput Entertain 6(3):1–31. doi:http://doi.acm.org/10.1145/1394021.1394029 Google Scholar
  30. Mueller F, Gibbs MR, Vetere F (2010) An exploration of exertion in mixed reality systems via the “Table Tennis for Three” game. In: Dubois E, Gray P, Nigay L (eds) Engineering of mixed reality systems. pp 165–182Google Scholar
  31. Namco (2010) Tekken. Namco. http://tekken.com
  32. Rettie R (2003) Connectedness, awareness and social presence. Paper presented at the presence 2003, 6th annual international workshop on presence, AalborgGoogle Scholar
  33. Salen K, Zimmerman E (2003) Rules of play: game design fundamentals. The MIT Press, BostonGoogle Scholar
  34. Sall A, Grinter RE (2007) Let’s get physical! in, out and around the gaming circle of physical gaming at home. Comput Support Co-op Work (CSCW) 16(1):199–229CrossRefGoogle Scholar
  35. Segura EM, Waern A, Moen J, Johansson C (2013) The design space of body games: technological, physical, and social design. Paper presented at the proceedings of the SIGCHI conference on human factors in computing systems, ParisGoogle Scholar
  36. Sharp H, Rogers Y, Preece J (2007) Interaction design: beyond human computer interaction. Wiley, West SussexGoogle Scholar
  37. Sheridan J, Bryan-Kinns N (2008) Designing for performative tangible interaction. Int J Arts Technol Special Issue Tangible Embed Interact 1(3/4):288–308Google Scholar
  38. Vossen DP (2004) The nature and classification of games. Avante 10(1):53–68Google Scholar
  39. Weinberg RS, Gould D (2006) Foundations of sport and exercise psychology. Human Kinetics, ChampaignGoogle Scholar
  40. Winograd T, Flores F (1986) Understanding computers and cognition: a new foundation for design. Ablex Publishing Corporation, NorwoodMATHGoogle Scholar
  41. Woodward C, Honkamaa P, Jppinen J, Pykkimies EP (2004) Camball-augmented virtual table tennis with real rackets. Paper presented at the proceedings of the 2004 ACM SIGCHI international conference on advances in computer entertainment technology, SingaporeGoogle Scholar
  42. XRtainment (n.d.) XRtainment—where working out is all play. http://www.xrtainmentzone.com/

Copyright information

© Springer Science+Business Media Singapore 2014

Authors and Affiliations

  • Florian ‘Floyd’ Mueller
    • 1
  • Martin R. Gibbs
    • 2
  • Frank Vetere
    • 2
  1. 1.Exertion Games LabRMIT UniversityMelbourneAustralia
  2. 2.Interaction Design LabThe University of MelbourneMelbourneAustralia

Personalised recommendations