Skip to main content

Cooperative Tetris: The Influence of Social Exertion Gaming on Game Experience and Social Presence

  • Conference paper
  • First Online:
Book cover Intelligent Technologies for Interactive Entertainment (INTETAIN 2016 2016)

Abstract

This paper presents the primary results of a study that examined the difference between exertion vs. non-exertion in game experience and social presence. This study aims to gain more insight in the influence of body movement in a cooperative game on social presence and game experience, to be better able to design interactive technology that helps people to adopt a healthy lifestyle and to connect people socially. The study was performed among 336 adults (age range: 16–64 years) who played a two-player exertion (n = 167) or a non-exertion (n = 169) version of cooperative Tetris. Analysis of an extended version of the Gaming Experience Questionnaire showed that although participants who played the exertion version of the game found themselves less competent, there was no significant difference between the two groups (exertion players and non-exertion players) in game experience or social presence.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Baym, N.K.: Personal Connections in the Digital Age. Wiley, Hoboken (2015)

    Google Scholar 

  2. Bianchi-Berthouze, N.: Understanding the role of body movement in player engagement. Hum.-Comput. Interact. 28(1), 40–75 (2013)

    Google Scholar 

  3. Gaetano, J.: Holm-Bonferroni sequential correction: an EXCEL calculator-ver. 1.2 (2013)

    Google Scholar 

  4. Gibbs, M.R., Frank, V.: Designing for social and physical interaction in exertion games. In: Nijholt, A. (ed.) Playful User Interfaces. Gaming Media and Social Effects, pp. 227–251. Springer, Singapore (2014)

    Google Scholar 

  5. Hallal, P.C., Andersen, L.B., Bull, F.C., Guthold, R., Haskell, W., Ekelund, U., Lancet Physical Activity Series Working Group: Global physical activity levels: surveillance progress, pitfalls, and prospects. Lancet 380(9838), 247–257 (2012)

    Article  Google Scholar 

  6. Hiner, K.: Tetris OpenProcessing, 25 August 2011

    Google Scholar 

  7. Holm, S.: A simple sequentially rejective multiple test procedure. Scand. J. Stat. 6(2) 65–70 (1979)

    MathSciNet  MATH  Google Scholar 

  8. IJsselsteijn, W.A., De Kort, Y.A.W., Poels, K.: The Game Experience Questionnaire: Development of a self-report measure to assess the psychological impact of digital games. Manuscript in Preparation (2013)

    Google Scholar 

  9. de Kort, Y.A.W., IJsselsteijn, W.A., Poels, K.: Digital games as social presence technology: development of the social presence in gaming questionnaire (SPGQ). In: Proceedings of PRESENCE, pp. 195–203 (2007)

    Google Scholar 

  10. Lindley, S.E., Le Couteur, J., Berthouze, N.L.: Stirring up experience through movement in game play: effects on engagement and social behaviour. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM (2008)

    Google Scholar 

  11. Mueller, F., Agamanolis, S., Picard, R.: Exertion interfaces: sports over a distance for social bonding and fun. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 561–568, 5 April 2003

    Google Scholar 

  12. Mueller, F.: Exertion interfaces: sports over a distance for social bonding and fun. Massachusetts Institute of Technology. Media Arts and Sciences thesis (2005)

    Google Scholar 

  13. Mueller, F., Bianchi-Berthouze, N.: Evaluating exertion games. In: Bernhaupt, R. (ed.) Game User Experience Evaluation, pp. 239–262. Springer International Publishing, Heidelberg (2015)

    Chapter  Google Scholar 

  14. Sato, A., Yokokubo, A., Siio, I., Rekimoto, J.: Collaborative digital sports systems that encourage exercise. In: Kurosu, M. (ed.) HCI 2014. LNCS, vol. 8512, pp. 332–340. Springer, Heidelberg (2014). doi:10.1007/978-3-319-07227-2_32

    Google Scholar 

  15. Segura, E.M., Katherine, I.: Enabling co-located physical social play: a framework for design and evaluation. In: Bernhaupt, R. (ed.) Game User Experience Evaluation. Human–Computer Interaction Series, pp. 209–238. Springer International Publishing, Heidelberg (2015)

    Chapter  Google Scholar 

  16. Turkle, S.: Alone Together: Why We Expect More from Technology and Less from Each Other. Basic Books, New York (2012)

    Google Scholar 

Download references

Acknowledgments

We would like to thank all participants in this study, Joey van der Bie for his technical support and assistance and Else ten Broeke, Thijs Heemskerk, Susan Hombergen, Kristel Kerstens, Michiel Krijger, Max Longarini, Renee Maurits, Peter Volken Smidt and Mariska van der Vegt for their assistance during the Lowlands festival.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Danića Mast .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Cite this paper

Mast, D., de Vries, S. (2017). Cooperative Tetris: The Influence of Social Exertion Gaming on Game Experience and Social Presence. In: Poppe, R., Meyer, JJ., Veltkamp, R., Dastani, M. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2016 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 178. Springer, Cham. https://doi.org/10.1007/978-3-319-49616-0_11

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-49616-0_11

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-49615-3

  • Online ISBN: 978-3-319-49616-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics