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A 2nd Person Social Perspective on Bodily Play

Published: 02 May 2019 Publication History

Abstract

Recent HCI work on digital games highlighted the advantage for designers to take on a 1st person perspective on the human body (referring to the phenomenological "lived" body) and a 3rd person perspective (the material "fleshy" body, similar to looking in the mirror). This is useful when designing bodily play, however, we note that there is not much game design discussion on the 2nd person social perspective that highlights the unique interplay between human bodies. To guide designers interested in supporting players to experience their bodies as play, we describe how game designers can engage with the 2nd person social perspective through a set of design tactics based on four of our own play systems. With our work, we hope we can aid designers in embracing this 2nd person perspective so that more people can benefit from engaging their bodies through games and play.

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  • (2024)Intercorporeal Design: Dissolving Self-Other Dualism in Interaction DesignProceedings of the Halfway to the Future Symposium10.1145/3686169.3686206(1-9)Online publication date: 21-Oct-2024
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    cover image ACM Conferences
    CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
    May 2019
    9077 pages
    ISBN:9781450359702
    DOI:10.1145/3290605
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    Published: 02 May 2019

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    Author Tags

    1. exertion games
    2. play
    3. social
    4. whole-body interaction

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    • (2024)Intercorporeal Design: Dissolving Self-Other Dualism in Interaction DesignProceedings of the Halfway to the Future Symposium10.1145/3686169.3686206(1-9)Online publication date: 21-Oct-2024
    • (2024)MOFA The Ghost: Demonstrating an Asymmetrical Social Exertion Game in Spontaneous Collocated Mixed RealityCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678837(294-299)Online publication date: 14-Oct-2024
    • (2024)Light Up Fireflies: Towards Understanding the Design of Interpersonal Bodily Intertwinement in Bodily PlayCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678813(169-174)Online publication date: 14-Oct-2024
    • (2024)Body Sensations as Design Material: An Approach to Design Sensory Technology for Altering Body PerceptionProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3660701(2545-2561)Online publication date: 1-Jul-2024
    • (2024)EmoEcho: Designing Emotion Mimicry Mechanics for Enhancing Social Engagement in Digital GamesExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650864(1-6)Online publication date: 11-May-2024
    • (2024)Grand challenges in human-food interactionInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2023.103197183:COnline publication date: 14-Mar-2024
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    • (2023)Participation Patterns of Interactive Playful Museum Exhibits: Evaluating the Participant Journey Map through Situated ObservationsProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3595985(1861-1885)Online publication date: 10-Jul-2023
    • (2023)Taking inspiration from becoming “one with a bike” to design human-computer integrationHuman–Computer Interaction10.1080/07370024.2023.226914840:1-4(17-42)Online publication date: 3-Nov-2023
    • (2022)LAGH: Towards Asymmetrical Collaborative Bodily Play between 1st and 2nd Person PerspectivesProceedings of the ACM on Human-Computer Interaction10.1145/35555486:CSCW2(1-26)Online publication date: 11-Nov-2022
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