DESIGNING SPORTS: A FRAMEWORK FOR EXERTION GAMES CHI 2011 OUTLINE • INTRODUCTION • KEY EXPERIENCES • THE EXERTION FRAMEWORK • EXERTION GAME SCHEMAS • THE EXERTION FRAMEWORK IN ACTION • CONCLUSION INTRODUCTION Exertion Game • Physical health benefits: weight loss • Focus: experience • How design? http://blog.udn.com/ohgi01/2625596 http://www.pt.ntu.edu.tw/2011azalea/activities_act.html • KEY EXPERIENCES Table Tennis for Three Jogging over a Distance REMOTE IMPACT KEY EXPERIENCES • Support physical effort through gaming experiences • Engage players through physical as well as virtual spaces and objects • Facilitate digitally mediated social play THE EXERTION FRAMEWORK • The Four Lenses for Exertion Interactions THE EXERTION FRAMEWORK • Lens 1: The Responding Body • Heart rate, breathing become more frequent, sweating occurs. • System feedback for Responding Body • Lens 2: The Moving Body • Movement causes a body to respond • Temporality, spatiality • Intensity, continuousness, variety • Bodily intelligence • react intuitively without having to think about every single movement THE EXERTION FRAMEWORK • Lens 3: The Sensing Body • Describes how the body is sensing and experiencing the world • Highlighting the body and its interactions with the world • Tangible interface • Physical/virtual objects, physical/virtual environment • Physical object -> exertion actions • Virtual object/space -> more opportunities for exertion game design • Lens 4: The Relating Body • View of social interactions (ex: action together) • Common reason for keep activity • Maintain/ develop social relationship via doing physical activity EXERTION GAME SCHEMAS The Exertion Framework EXERTION GAME SCHEMAS • RULES: Uncertainty of exertion • Game events design • Suspense and Surprise • Sensible • designers need to manage the relationship between the uncertainty arising from the body and the programmed uncertainty in the virtual world -Uncertainty of exertion & the Sensing Body- Ex: “Lucky shots” in tennis game EXERTION GAME SCHEMAS • RULES: Awareness of exertion • overcome the limitations of their bodies (ex: want to run faster in jogging activity) • selectively hide/ reveal body information based on performance • Awareness of the physical effort • Fostering competition • Encourage players • Distractions design • such as play music -Awareness of exertion & the Responding Body - Ex: “push competitors?” when get jogging performance information via audio feedback EXERTION GAME SCHEMAS • PLAY: Expression of exertion • Richness and expressive power of the body interaction (ex: throwing fists) • Enhance game experience • Expression of exertion V.S game bonus • add score, add game element, add game animation -Expression of exertion & the Relating Body - Ex:” send a message” to competitors via “taunting” or “attacking”” EXERTION GAME SCHEMAS • PLAY: Rhythm of exertion • support a uniform or patterned recurrence of a beat in bodily action • Rhythm of music in exertion activities • regulate arousal, improve athletic performance, dissociate from the discomfort of exercise • Ex: Dance Dance Revolution Ex: Jogger tried to find a rhythm in their own jogging actions - Rhythm of exertion & the Moving Body - EXERTION GAME SCHEMAS • CONTEXT: Risk of exertion • Risk is a key differentiator between virtual and physical experiences • Risk -> Experience? • Lead to a complex emotional response (such as thrill) • Balance between emotional response from risk and real bodily risk - Risk of exertion & the Moving Body Ex: Reduction of risk (no physically hurt ), but may hurt player themselves. EXERTION GAME SCHEMAS • CONTEXT: Understanding of exertion • Knowledge • Heart rate in jogging -> good for health • Skill • Hit skill ->safely strike the surface with their fists • Challenge (difficult level) • Mental selection, handicapping from performance, player matching, dynamic select difficult level from performance (ex: when player feel tired, game challenge will easier) Ex: Jogger want to know their heart rate information for training Understanding of exertion & the Relating Body THE EXERTION FRAMEWORK IN ACTION Hanging off a Bar THE EXERTION FRAMEWORK IN ACTION • The Responding Body • Heart rate • Sensing Body • Floor • Relating Body. • Other player yelling • Tired, understanding of exertion, little risk • Suggestion • Relating body • Multi-player • Game difficult level • Encourage player “push their luck” • Risk V.S bonus CONCLUSION • Understanding exertion can also help us to create novel social experiences • Expand conventional view of CSCW applications • Helps developers to identify opportunities for future interactive technologies and systems • Creating new games that enable users to profit from the many benefits of exertion.
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