Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Understanding Computers and Cognition: A New Foundation for Design
Understanding Computers and Cognition: A New Foundation for Design
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A group game played in interactive virtual space: design and evaluation
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Computers in Entertainment (CIE) - First anniversary issue
Technology as Experience
Expected, sensed, and desired: A framework for designing sensing-based interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
Getting a grip on tangible interaction: a framework on physical space and social interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Choreographic buttons: promoting social interaction through human movement and clear affordances
MULTIMEDIA '06 Proceedings of the 14th annual ACM international conference on Multimedia
Interaction Design: Beyond Human Computer Interaction
Interaction Design: Beyond Human Computer Interaction
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Shakra: tracking and sharing daily activity levels with unaugmented mobile phones
Mobile Networks and Applications
Movement-based interaction in camera spaces: a conceptual framework
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Evaluating a distributed physical leisure game for three players
OZCHI '07 Proceedings of the 19th Australasian conference on Computer-Human Interaction: Entertaining User Interfaces
Making sense of group interaction in an ambient intelligent environment for physical play
Proceedings of the 2nd international conference on Tangible and embedded interaction
Stirring up experience through movement in game play: effects on engagement and social behaviour
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A physical three-way interactive game based on table tennis
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Kinesthetic interaction: revealing the bodily potential in interaction design
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
A framework for exertion interactions over a distance
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
The many faces of sociability and social play in games
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Brute force interactions: leveraging intense physical actions in gaming
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Jogging over a distance: the influence of design in parallel exertion games
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Towards understanding how to design for social play in exertion games
Personal and Ubiquitous Computing
TacTowers: an interactive training equipment for elite athletes
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Motivating physical activity at work: using persuasive social media for competitive step counting
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interaction technology for collective and psychomotor training in sports
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Journal of Biomedical Informatics
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Designing pervasive health games for sustainability, adaptability and sociability
Proceedings of the International Conference on the Foundations of Digital Games
The choreography of conceptual development in computer supported instructional environments
Proceedings of the 11th International Conference on Interaction Design and Children
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
OneSpace: shared depth-corrected video interaction
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Displaying heart rate data on a bicycle helmet to support social exertion experiences
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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Exertion games are an emerging form of interactive games that require players to invest significant physical effort as part of the gameplay, rather than just pressing buttons. These exertion games have potential health benefits by promoting exercise. It is also believed that they can facilitate social play between players and that social play can improve participation in exertion games. However, there is currently a lack of understanding of how to design games to support these effects. In this paper, we present a qualitative case study that illustrates how networked environments support social play in exertion games and how this can help to gain an understanding of existing games and support the design of future games. This work offers a preliminary analytical and descriptive account of the relationship between exertion and social play in such a game and highlights the influence of design with the aim of utilizing the attributed benefits of exertion and social play.