Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Technology as Experience
Expected, sensed, and desired: A framework for designing sensing-based interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
How bodies matter: five themes for interaction design
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Communicating emotion through a haptic link: Design space and methodology
International Journal of Human-Computer Studies
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Reality-based interaction: unifying the new generation of interaction styles
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Understanding movement for interaction design: frameworks and approaches
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Brute force as input for networked gaming
OZCHI '07 Proceedings of the 19th Australasian conference on Computer-Human Interaction: Entertaining User Interfaces
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
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Remote impact: shadowboxing over a distance
ACM SIGGRAPH 2008 posters
Kinesthetic interaction: revealing the bodily potential in interaction design
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Design influence on social play in distributed exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
3PI experiment: immersion in third-person view
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Evaluating technology that makes physical games for children more engaging
Proceedings of the 10th International Conference on Interaction Design and Children
Providing generic context for mobile games on phones
CONTEXT'11 Proceedings of the 7th international and interdisciplinary conference on Modeling and using context
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Designing pervasive health games for sustainability, adaptability and sociability
Proceedings of the International Conference on the Foundations of Digital Games
Design space and opportunities for physical movement participation in everyday life
Proceedings of the 24th Australian Computer-Human Interaction Conference
Designing for sociability: a relational aesthetic approach to service encounter
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
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Exertion games are an emerging form of computer games that aim to leverage the advantages of sports and exercise in order to support physical, social and mental health benefits. Despite the increased attention these games received recently, there is a lack of understanding of what role the game's design plays in encouraging people to invest physical effort into these games. We aim to contribute to this understanding by presenting a framework for "Exertion Interactions over a Distance", consisting of three core concepts: exertion, sociality and engagement. To demonstrate the usefulness of our framework we utilize a networked game called "Remote Impact" that encourages intense physical exertion. We hope our work can support researchers in gaining an understanding of this exciting new field, whilst also aiding designers in the creation of new games, leveraging the associated benefits of exertion.