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
Design of Experience and Flow in Movement-Based Interaction
Motion in Games
Inventing and devising movement in the design of movement-based interactive systems
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Exploring 3D gestural interfaces for music creation in video games
Proceedings of the 4th International Conference on Foundations of Digital Games
Exploring strategies and guidelines for developing full body video game interfaces
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Wriggle: an exploration of emotional and social effects of movement
CHI '11 Extended Abstracts on Human Factors in Computing Systems
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
The design space of body games: technological, physical, and social design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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In this paper, we describe research comparing Nintendo Wii games with game play that elicits low, medium, and high amounts of player motion. We asked players to rate fun, happiness, frustration, and energy level after each round of play, and analyzed the results of these self-reports. We found a statistically significant relationship between amount of movement and self-rating of energy level. We discuss our general approach to developing an empirically-grounded set of design practices and guidelines for movement-based game development.