A Theory of Fun for Game Design
A Theory of Fun for Game Design
Video game that uses skin contact as controller input
ACM SIGGRAPH 2007 emerging technologies
Wii all play: the console game as a computational meeting place
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Matchmaker: Interpersonal Touch in Gaming
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
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Increasingly, the movements of players' physical bodies are being used as a method of controlling and playing video games. This trend is evidenced by the recent development of interpersonal touch-based games; multiplayer games which players control by physically touching their partners. Although a small number of interpersonal touch-based games have recently been designed, the best practices for creating video games based on this unconventional interaction technique remain poorly explored and understood. In this paper, we provide an overview of interpersonal touch interaction in video games and present a set of design heuristics for the effective use of interpersonal touch interaction in video games. We then use these heuristics to analyze three current interpersonal touch-based games in order to show how these heuristics reflect on the current state of the art. Finally, we present our vision for the future of this interaction modality in video games.