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Taxonomy of exertion games

Published: 08 December 2008 Publication History

Abstract

A new set of computationally-augmented games have emerged recently that require the user to move their body. These exertion games are believed to contribute to social, mental and in particular, physical benefits, marking a change in how we perceive computer gaming. However, although these games are a commercial success, research is lacking a theoretical understanding how to analyse existing and guide future designs. We present initial investigations towards a taxonomy of such exertion games with a focus on social aspects, based on work on traditional play and sports. Our contribution lays the foundation for the creation of a theoretical framework on exertion games, expanding our understanding of this exciting new area.

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    OZCHI '08: Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
    December 2008
    366 pages
    ISBN:0980306345
    DOI:10.1145/1517744
    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: 08 December 2008

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    Author Tags

    1. categorization
    2. exergames
    3. exertion
    4. exertion interface
    5. framework
    6. game
    7. gaming
    8. model
    9. obesity
    10. taxonomy

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    OZCHI '08 Paper Acceptance Rate 28 of 57 submissions, 49%;
    Overall Acceptance Rate 362 of 729 submissions, 50%

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    Cited By

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    • (2024)Born to Run, Programmed to Play: Mapping the Extended Reality Exergames LandscapeProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642124(1-28)Online publication date: 11-May-2024
    • (2024)Pick, Click, Flick!undefinedOnline publication date: 14-Mar-2024
    • (2023)Fused Spectatorship: Designing Bodily Experiences Where Spectators Become PlayersProceedings of the ACM on Human-Computer Interaction10.1145/36110497:CHI PLAY(769-802)Online publication date: 4-Oct-2023
    • (2022)The Effect of Auditory-Motor Synchronization in Exergames on the Example of the VR Rhythm Game BeatSaberProceedings of the ACM on Human-Computer Interaction10.1145/35495166:CHI PLAY(1-26)Online publication date: 31-Oct-2022
    • (2022)Design of exergames controlled by wearable devices for sensorimotor skills: a framework proposal2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)10.1109/SEGAH54908.2022.9978550(1-8)Online publication date: 10-Aug-2022
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    • (2021)What is a Visual Novel?Proceedings of the ACM on Human-Computer Interaction10.1145/34747125:CHI PLAY(1-18)Online publication date: 6-Oct-2021
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