Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Design-oriented human-computer interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
In situ informants exploring an emotional mobile messaging system in their everyday practice
International Journal of Human-Computer Studies
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
Kinesthetic interaction: revealing the bodily potential in interaction design
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Wii all play: the console game as a computational meeting place
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hand in hand with the material: designing for suppleness
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Gestural interfaces: a step backward in usability
interactions
Towards understanding how to design for social play in exertion games
Personal and Ubiquitous Computing
Transferring qualities from horseback riding to design
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
How to stay in the emotional rollercoaster: lessons learnt from designing EmRoll
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Is more movement better?: a controlled comparison of movement-based games
Proceedings of the 6th International Conference on Foundations of Digital Games
Scoop!: a movement-based math game designed to reduce math anxiety
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Scoop!: using movement to reduce math anxiety and affect confidence
Proceedings of the International Conference on the Foundations of Digital Games
What Does Touch Tell Us about Emotions in Touchscreen-Based Gameplay?
ACM Transactions on Computer-Human Interaction (TOCHI)
Bodily interaction in the dark
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The design space of body games: technological, physical, and social design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
Toward emotion regulation via physical interaction
Proceedings of the companion publication of the 19th international conference on Intelligent User Interfaces
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Wriggle is a research prototype game that can be played either with or without movement as input. We conducted an experiment to see whether movement adds emotional impact and increases social connectedness. We found effects on arousal and results approaching significance for social connection, demonstrating the potential for this approach to help us better understand the impact of movement on user experience.