Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Things aren't what they seem to be: innovation through technology inspiration
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Designing the spectator experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Chris Crawford on Interactive Storytelling (New Riders Games)
Chris Crawford on Interactive Storytelling (New Riders Games)
A table tennis game for three players
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
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
Kinesthetic interaction: revealing the bodily potential in interaction design
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Informing the Design of Proxemic Interactions
IEEE Pervasive Computing
ExerSync: facilitating interpersonal synchrony in social exergames
Proceedings of the 2013 conference on Computer supported cooperative work
Cart-load-o-fun: designing digital games for trams
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Musical embrace: facilitating engaging play experiences through social awkwardness
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Bubble popper: body contact in digital games
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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In playground games, an important part of engagement occurs in the physical space where people focus on each other's movements. In contrast, digital games often focus on engagement via a screen. By combining digital elements with playground ideas we identify new design opportunities where players are given freedom to play face-to-face. During a Game Jam workshop, we explore this design space by looking at innovative ways that digital technology can respond to movement. We find by removing the disparity between player movement and its digital representation, players can concentrate on each other and enjoy closer interaction. Through the exploration of digital elements and playground ideas, we suggest designers of movement-based games should consider the design space between the player and the screen using interactive technology to create engaging social digital play experiences.