skip to main content
10.1145/1979742.1979919acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
abstract

Wriggle: an exploration of emotional and social effects of movement

Published:07 May 2011Publication History

ABSTRACT

Wriggle is a research prototype game that can be played either with or without movement as input. We conducted an experiment to see whether movement adds emotional impact and increases social connectedness. We found effects on arousal and results approaching significance for social connection, demonstrating the potential for this approach to help us better understand the impact of movement on user experience.

Skip Supplemental Material Section

Supplemental Material

wp580.mov

mov

23.2 MB

References

  1. Aron, A., Aron, E.N., and Smollan, D. Inclusion of Other in the Self Scale and the Structure of Interpersonal Closeness. Journal of Personality and Social Psychology 1992 63(4): 596--612.Google ScholarGoogle Scholar
  2. Dourish, P. Where the Action Is: The Foundations of Embodied Interaction. MIT Press, 2001. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Fallman, D. Design-Oriented Human Computer Interaction. In Proc. CHI 2003, ACM Press (2003), 225--232. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Fogtmann, M.H., Fritsch, J., and Jortbek, K.J. Kinesthetic interaction: Revealing the bodily potential in interaction design. In Proc. OZCHI 2008, 89--96. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Höök, K. Transferring Qualities from Horseback Riding to Design. In Proc. NordiCHI 2010, ACM Press (2010), 226--235. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Isbister, K. and DiMauro, C. Waggling the Form Baton: Analyzing Body- Movement-Based Design Patterns in Nintendo Wii Games, Toward Innovation of New Possibilities for Social and Emotional Experience. In Whole Body Interaction (forthcoming), Springer.Google ScholarGoogle Scholar
  7. Isbister, K. and Höök, K. On being supple: In search of rigor without rigidity in meeting new design and evaluation challenges for HCI practitioners. In Proc. CHI 2009, ACM Press (2009). Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Lindley, S., Le Couteur, J., and Bianchi-Berthouze, N. Stirring up Experience through Movement in Game Play: Effects on Engagement and Social Behaviour. In Proc. CHI 2008, ACM Press (2008), 511--514. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Moen J. Kinaesthetic movement interaction: designing for the pleasure of motion. Unpublished PhD, KTH, Numerical Analysis and Computer Science, Stockholm, 2006.Google ScholarGoogle Scholar
  10. Mueller, F. Gibbs, M.R., and Vetere, F. Towards understanding how to design for social play in exertion games. Personal Ubiquitous Computing 2010 (14): 417--424. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Norman, D. and Nielsen, J. Gestural Interfaces: A Step Backwards in Usability. In Interactions 17.5 (September/October 2010): Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Pasch, M., Bianchi-Berthouze, N., van Dijk, B., and Nijholt, A. Movement-based Sports Video Games: Investigating Motivation and Gaming Experience. In Entertainment Computing 1(2009): 49--61.Google ScholarGoogle ScholarCross RefCross Ref
  13. Russell, J.A. A Circumplex Model of Affect, Journal of Personality and Social Psychology 39(6), pp. 1161--1178, American Psychological Association, 1980.Google ScholarGoogle ScholarCross RefCross Ref
  14. Sheets-Johnstone, M. Emotion and Movement: A Beginning Empirical-Phenomenological Analysis of Their Relationship. In Journal of Consciousness Studies 6 (11--12, 1999): 259--77.Google ScholarGoogle Scholar
  15. Strack, F., Martin, L.L., and Stepper, S. Inhibiting and facilitating conditions of the human smile: A nonobtrusive test of the facial feedback hypothesis. Journal of Personality and Social Psychology 1988 54: 768--777.Google ScholarGoogle Scholar
  16. Sundström, P. and Höök, K. Hand in Hand with the Material: Designing for Suppleness. In Proc. CHI 2010, ACM Press (2010), 463--472. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Sundström, P., Ståhl, A., Höök, K. In Situ Informants Exploring an emotional Mobile Messaging System in Their Everyday Practice, In a special issue of IJHCS on Evaluating Affective Interfaces, vol. 65, issue 4, pp. 388 -- 403, April 2007. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Voida, A. and Greenberg, S. Wii all play: The console game as a computational meeting place. In Proc. CHI 2009, ACM Press (2009), 1559--1568. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Zangouei, F., Gashti, M.A.B., Höök, K., Tijs, T., de Vries, G-J., and Westerink, J. How to Stay in the Emotional Rollercoaster: Lessons Learnt from Designing EmRoll. In Proc. of NordiCHI 2010, ACM Press (2010), 571--580. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Wriggle: an exploration of emotional and social effects of movement

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader