Designing Sports: A Framework for Exertion Games

DESIGNING SPORTS: A FRAMEWORK FOR
EXERTION GAMES
CHI 2011
OUTLINE
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INTRODUCTION
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KEY EXPERIENCES
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THE EXERTION FRAMEWORK
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EXERTION GAME SCHEMAS
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THE EXERTION FRAMEWORK IN ACTION
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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
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KEY EXPERIENCES
Table Tennis for Three
Jogging over a Distance
REMOTE IMPACT
KEY EXPERIENCES
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Support physical effort through gaming experiences
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Engage players through physical as well as virtual spaces and objects
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Facilitate digitally mediated social play
THE EXERTION FRAMEWORK
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The Four Lenses for Exertion Interactions
THE EXERTION FRAMEWORK
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Lens 1: The Responding Body
• Heart rate, breathing become more frequent, sweating occurs.
• System feedback for Responding Body
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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
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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
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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
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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
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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
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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
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PLAY: Rhythm of exertion
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support a uniform or patterned recurrence of a
beat in bodily action
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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
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CONTEXT: Risk of exertion
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Risk is a key differentiator between virtual
and physical experiences
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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
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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
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The Responding Body
• Heart rate
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Sensing Body
• Floor
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Relating Body.
• Other player yelling
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Tired, understanding of exertion, little risk
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Suggestion
• Relating body
• Multi-player
• Game difficult level
• Encourage player “push their luck”
• Risk V.S bonus
CONCLUSION
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Understanding exertion can also help us to create novel social experiences
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Expand conventional view of CSCW applications
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Helps developers to identify opportunities for future interactive technologies and
systems
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Creating new games that enable users to profit from the many benefits of exertion.