Two approaches to casual interaction over computer and video networks
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
An experimental study on the role of touch in shared virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fitness computer game with a bodily user interface
ICEC '03 Proceedings of the second international conference on Entertainment computing
Social Capital and Information Technology
Social Capital and Information Technology
Beyond Bandwidth: Dimensions of Connection in Interpersonal Communication
Computer Supported Cooperative Work
Designing the spectator experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Watching the cars go round and round: designing for active spectating
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Combining multiple gaming interfaces in epidemic menace
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Airhockey over a distance: a networked physical game to support social interactions
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
How emotion is made and measured
International Journal of Human-Computer Studies
Flow in games (and everything else)
Communications of the ACM
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Jogging over a distance: supporting a "jogging together" experience although being apart
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Methods for evaluating games: how to measure usability and user experience in games?
Proceedings of the international conference on Advances in computer entertainment technology
Personal and Ubiquitous Computing
Evaluating user experiences in games
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Exergames for adult users: a preliminary pilot study
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Gemini: a pervasive accumulated context exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
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Physical leisure games can be beneficial to physical as well as mental health and offer a means to connect with others socially. However, players have to be in the same physical location to play. Recent trends in the gaming industry and research labs have started to embrace exertion games: physical games that are expected to be exhausting because they require intense physical effort. However, there is still a lack of a design space that can guide in evaluating such exertion games, help designers in creating future games by maximizing their potential, and inspire new directions in this domain. We present such a design space for exertion games, based on the characteristics of traditional physical games but extended to support distributed interactions. Our motivation is based on the belief that the physicality found in traditional leisure games contributes to facilitating social bonds. We used this design space to develop a networked table tennis-like game called “Table Tennis for Three.” It is played with a real paddle and ball and augmented with a large-scale video-conference. Our prototype shows how the application of the design space can leverage the potential for novel exertion gaming experiences such as supporting three players in three geographically distant locations. An evaluation with 41 participants indicated a successful application of some of the ingredients of the networked exertion games “cocktail”; however, some participants did not enjoy the game, and we present informed interpretations to explain their reactions. With this work we aim to provide other researchers and designers with a practical design space of the main components that can create a networked exertion game, and hence inspire and guide them in designing and evaluating future networked exertion games.