ACM SIGGRAPH 98 Conference abstracts and applications
Video Kids: Making Sense of Nintendo
Video Kids: Making Sense of Nintendo
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fitness computer game with a bodily user interface
ICEC '03 Proceedings of the second international conference on Entertainment computing
Social Capital and Information Technology
Social Capital and Information Technology
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Airhockey over a distance: a networked physical game to support social interactions
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
NEAT-o-games: ubiquitous activity-based gaming
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Shootball: the ball sport using dynamic goals
Proceedings of the international conference on Advances in computer entertainment technology
The pervasive discourse: an analysis
Computers in Entertainment (CIE) - Interactive TV
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
NEAT-o-Games: novel mobile gaming versus modern sedentary lifestyle
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Iztmo: a new and intuitive way to connect people
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Proceedings of the 1st Augmented Human International Conference
Creating a virtual archery experience
Proceedings of the International Conference on Advanced Visual Interfaces
The acute cognitive benefits of casual exergame play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
A survey of visual, mixed, and augmented reality gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Augmented sport: exploring collective user experience
Proceedings of the Virtual Reality International Conference: Laval Virtual
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Computer games lack the social bonding and collective physical exercise benefits that sports provide. To overcome these limitations, we have been investigating how to apply the benefits of sport, in particular the workout and social bonding effect, in a distributed setting. We designed, developed, and evaluated Breakout for Two, which allows people who are miles apart to play a physically exhausting ball game together. We had over a thousand players who interacted through a life-size video-conference screen using a regular soccer ball as an input device. In an evaluative study, 56 players were interviewed and said that they got to know the other player better, had more fun, became better friends, and were happier with the transmitted audio and video quality in comparison to those who played the same game using a nonexertion keyboard interface. These results suggest that sports over a distance is an exciting new field with an "exertion interface" that encourages remote interaction, where players can achieve both a work-out and socializing.