Wizard of Oz studies: why and how
IUI '93 Proceedings of the 1st international conference on Intelligent user interfaces
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Understanding contexts by being there: case studies in bodystorming
Personal and Ubiquitous Computing
Expected, sensed, and desired: A framework for designing sensing-based interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence: Teleoperators and Virtual Environments
Proceedings of the 1st international conference on Tangible and embedded interaction
Understanding movement for interaction design: frameworks and approaches
Personal and Ubiquitous Computing
A Wii remote, a game engine, five sensor bars and a virtual reality theatre
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
Does Body Movement Engage You More in Digital Game Play? and Why?
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
Wii all play: the console game as a computational meeting place
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Bodies, boards, clubs and bugs: a study of bodily engaging artifacts
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Designing playful interactions for social interaction and physical play
Personal and Ubiquitous Computing
Head Up Games: combining the best of both worlds by merging traditional and digital play
Personal and Ubiquitous Computing
Design qualities for whole body interaction: learning from golf, skateboarding and BodyBugging
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Making the Wii at home: game play by older people in sheltered housing
USAB'10 Proceedings of the 6th international conference on HCI in work and learning, life and leisure: workgroup human-computer interaction and usability engineering
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Does it know I'm not maintaining good posture?: an in-home play study of wii fit
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Wriggle: an exploration of emotional and social effects of movement
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Is more movement better?: a controlled comparison of movement-based games
Proceedings of the 6th International Conference on Foundations of Digital Games
How to stop being a buzzkill: designing yamove!, a mobile tech mash-up to truly augment social play
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services companion
SweatAtoms: materializing physical activity
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
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The past decade has seen an increased focus on body movement in computer games. We take a step further to look at body games: games in which the main source of enjoyment comes from bodily engagement. We argue that for these games, the physical and social settings become just as important design resources as the technology. Although all body games benefit from an integrated design approach, the social and physical setting become particularly useful as design resources when the technology has limited sensing capabilities. We develop our understanding of body games through a literature study and a concrete design experiment with designing multiplayer games for the BodyBug, a mobile device with limited sensing capabilities. Although the device was designed for free and natural movements, previous games fell short in realizing this design ideal. By designing the technology function together with its physical and social context, we were able to overcome device limitations. One of the games was subsequently incorporated in its commercial release.