Abstract
Movement-based digital games are becoming increasingly popular, yet there is limited comprehensive guidance on how to design these games. In this article we discuss a set of guidelines for movement-based game design that were initially presented at CHI 2014 (Mueller & Isbister, 2014). These guidelines were developed through reflection upon our research-based game development practice and then validated and refined through interviews with 14 movement-based game design experts with experience in the academic, independent, and commercial game development domains. In this article, we provide an in-depth contextualization and explanation of the research process that led to the creation of the final guidelines and discuss what human–computer interaction researchers and designers might learn from the guidelines beyond entertainment contexts. The primary contribution of this research is a body of generative intermediate-level knowledge (Höök & Löwgren, 2012) in the design research tradition that is readily accessible and actionable for the design of future movement-based games and other movement-based interfaces.
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Katherine Isbister
Katherine Isbister (katherine.isbister@nyu.edu, katherineinterface.com) is a human–computer interaction researcher with an interest in games and social and emotional affordances; she is Research Director of the Game Innovation Lab in the School of Engineering at New York University.
Florian “Floyd” Mueller
Florian “Floyd” Mueller (floyd@exertiongameslab.org, exertiongameslab.org) is a researcher working on the intersection of human–computer interaction, play, and the human body; he is Director of the Exertion Games Lab at RMIT University in Melbourne, Australia.