The design space of input devices
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
AVI '94 Proceedings of the workshop on Advanced visual interfaces
Martial arts in artificial reality
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Design of a body-driven multiplayer game system
Computers in Entertainment (CIE) - 3rd anniversary issue
Personal and Ubiquitous Computing
Sensor networks as video game input devices
Future Play '07 Proceedings of the 2007 conference on Future Play
Using games to increase exercise motivation
Future Play '07 Proceedings of the 2007 conference on Future Play
Remote impact: shadowboxing over a distance
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Experience in the design and development of a game based on head-tracking input
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Heart rate control of exercise video games
Proceedings of Graphics Interface 2009
Towards customizable games for stroke rehabilitation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Activate your GAIM: a toolkit for input in active games
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Proceedings of the 2013 international conference on Intelligent user interfaces
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Active games are video games that involve physical activity. Active games capture input via a variety of devices such as accelerometers, cameras, pressure sensors and exercise equipment. Although active games have become highly popular, the interaction styles they support are poorly understood, and largely driven by the capabilities of individual hardware devices. In order to allow for a standard development approach, a better understanding of the interaction found in active games is required. We have investigated existing commercial and academic games in order to classify input for active games. Our classification abstracts input from hardware, providing a better understanding of the interaction itself. Our ultimate goal is to make it easier to develop active games independently of underlying input hardware.