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Designing Digital Vertigo Experiences

Published: 31 May 2020 Publication History

Abstract

Many people enjoy “vertigo” sensations caused by intense playful bodily activities such as spinning in circles, and riding fairground rides. Game scholar Caillois calls such experiences “vertigo play,” elucidating that these enjoyable activities are a result of confusion between sensory channels.
In HCI, designers are often cautious to avoid deliberately causing sensory confusion in players, but we believe there is an opportunity to transition and extend Caillois’ thinking to the digital realm, allowing designers to create novel and intriguing digital bodily experiences inspired by traditional vertigo play activities.
To this end, we present the Digital Vertigo Experience framework. Derived from four case studies and the development of three different digital vertigo experiences, this framework aims to bring the excitement of traditional vertigo play experiences to the digital world, allowing designers to create more engaging and exciting body-based games, and provides players with more possibilities to enjoy novel and exciting play experiences.

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Published In

cover image ACM Transactions on Computer-Human Interaction
ACM Transactions on Computer-Human Interaction  Volume 27, Issue 3
June 2020
262 pages
ISSN:1073-0516
EISSN:1557-7325
DOI:10.1145/3403634
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 the author(s) 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: 31 May 2020
Online AM: 07 May 2020
Accepted: 01 March 2020
Revised: 01 February 2020
Received: 01 May 2019
Published in TOCHI Volume 27, Issue 3

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Author Tags

  1. Vertigo
  2. augmented reality
  3. bodily interaction
  4. bodily play
  5. exergame
  6. exertion games
  7. head mounted displays
  8. movement-based interaction
  9. social play
  10. sports
  11. virtual reality
  12. whole-body interaction

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