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Exertion in networked games

Published: 26 April 2009 Publication History

Abstract

Physical play familiar from sports activities is a favorite pastime across all cultures and has been attributed with many social, mental and physical health benefits. However, the players have to be in the same physical location together in order to experience these benefits. To address this issue, an approach is proposed that combines the advantages of exertion interactions, as known from traditional physical games, with the advantages of networked games, such as allowing distributed players to engage and form social bonds over a distance. "Table Tennis for Three" is a prototypal game that allows three players in three geographically distant locations to play a table tennis-like game together with a real ball, table and bat. A critical reflection on the player experience through video analysis resulted in the identification of salient themes. One theme that was identified was the heightened role of the physical, in contrast to the virtual world in which the players act, which affects the way play unfolds. Considering such themes can inform the design of future exertion games and are hoped to inspire a new way of thinking when creating digital games that utilize interaction styles beyond conventional input devices.

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Cited By

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  • (2014)A Preliminary Assessment of Physical & Virtual Presence in ExergamesProceedings of the 28th International BCS Human Computer Interaction Conference on HCI 2014 - Sand, Sea and Sky - Holiday HCI10.5555/2742941.2742985(305-310)Online publication date: 9-Sep-2014
  • (2014)Defining a Design Space for Persuasive Cooperative Interactions in Mobile Exertion ApplicationsCollaboration and Technology10.1007/978-3-319-10166-8_10(105-112)Online publication date: 2014
  • (2011)Motivating reflection about health within the familyUser Modeling and User-Adapted Interaction10.1007/s11257-010-9089-x21:4-5(341-376)Online publication date: 1-Oct-2011

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  1. Exertion in networked games

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    cover image ACM Other conferences
    FDG '09: Proceedings of the 4th International Conference on Foundations of Digital Games
    April 2009
    386 pages
    ISBN:9781605584379
    DOI:10.1145/1536513
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 26 April 2009

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    Author Tags

    1. connectedness
    2. exertion interface
    3. exhausting
    4. physical
    5. social interaction
    6. sports
    7. tangible
    8. team spirit
    9. videoconferencing

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    Overall Acceptance Rate 152 of 415 submissions, 37%

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    Cited By

    View all
    • (2014)A Preliminary Assessment of Physical & Virtual Presence in ExergamesProceedings of the 28th International BCS Human Computer Interaction Conference on HCI 2014 - Sand, Sea and Sky - Holiday HCI10.5555/2742941.2742985(305-310)Online publication date: 9-Sep-2014
    • (2014)Defining a Design Space for Persuasive Cooperative Interactions in Mobile Exertion ApplicationsCollaboration and Technology10.1007/978-3-319-10166-8_10(105-112)Online publication date: 2014
    • (2011)Motivating reflection about health within the familyUser Modeling and User-Adapted Interaction10.1007/s11257-010-9089-x21:4-5(341-376)Online publication date: 1-Oct-2011

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