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research-article

Design space of networked exertion games demonstrated by a three-way physical game based on Table Tennis

Published: 06 November 2008 Publication History

Abstract

Physical leisure games can be beneficial to physical as well as mental health and offer a means to connect with others socially. However, players have to be in the same physical location to play. Recent trends in the gaming industry and research labs have started to embrace exertion games: physical games that are expected to be exhausting because they require intense physical effort. However, there is still a lack of a design space that can guide in evaluating such exertion games, help designers in creating future games by maximizing their potential, and inspire new directions in this domain. We present such a design space for exertion games, based on the characteristics of traditional physical games but extended to support distributed interactions. Our motivation is based on the belief that the physicality found in traditional leisure games contributes to facilitating social bonds. We used this design space to develop a networked table tennis-like game called “Table Tennis for Three.” It is played with a real paddle and ball and augmented with a large-scale video-conference. Our prototype shows how the application of the design space can leverage the potential for novel exertion gaming experiences such as supporting three players in three geographically distant locations. An evaluation with 41 participants indicated a successful application of some of the ingredients of the networked exertion games “cocktail”; however, some participants did not enjoy the game, and we present informed interpretations to explain their reactions. With this work we aim to provide other researchers and designers with a practical design space of the main components that can create a networked exertion game, and hence inspire and guide them in designing and evaluating future networked exertion games.

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Published In

cover image Computers in Entertainment
Computers in Entertainment   Volume 6, Issue 3
SPECIAL ISSUE: Media Arts
October 2008
256 pages
EISSN:1544-3574
DOI:10.1145/1394021
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 06 November 2008
Accepted: 01 July 2008
Revised: 01 July 2008
Received: 01 August 2007
Published in CIE Volume 6, Issue 3

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Author Tags

  1. Exertion Interface
  2. Human-computer interaction
  3. active
  4. casual
  5. conversation
  6. design space
  7. exhausting
  8. framework
  9. interaction
  10. physical
  11. ping pong
  12. social
  13. sports
  14. sweat
  15. table-tennis
  16. tangible
  17. team spirit
  18. videoconferencing

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  • (2020)Designing and Evaluating 'In the Same Boat', A Game of Embodied Synchronization for Enhancing Social PlayProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376433(1-14)Online publication date: 21-Apr-2020
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