1 Taxonomy of Exertion Games Florian ‘Floyd’ Mueller, Martin R. Gibbs, Frank Vetere Interaction Design Group, Department of Information Systems The University of Melbourne Australia [email protected], martin. Taxonomy of Exertion Games Full Written Papers Refereed. Overview; Time; Additional Document Info; Overview Authors. Authorship. MUELLER F A/PROF Martin GIBBS; PROF FRANK VETERE; Has. Read 'Taxonomy of exertion games' on DeepDyve - Instant access to the journals you need! 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. CiteSeerX - Document Details (Isaac Councill, Lee Giles, Pradeep Teregowda): A new set of computationally-augmented games have emerged recently that require the user to move their body. These exertion games are believed to. 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. Official Full-Text Publication: Taxonomy of exertion games on ResearchGate, the professional network for scientists. 263 Taxonomy of Exertion Games Florian!Floyd' Mueller, Martin R. Gibbs, Frank Vetere Interaction Design Group, Department of Information Systems The University of Melbourne Australia [email protected], martin.gibbs. Taxonomy of Exertion Games | Frank Vetere. Sorry, preview is currently unavailable. You can download the paper by clicking the button above. Taxonomy of Exertion Games Florian!Floyd' Mueller, Martin R. Gibbs, Frank Vetere Interaction Design Group, Department of Information Systems The University of Melbourne Australia [email protected], martin.gibbs@. Taxonomy of exertion games Mueller, F, Gibbs, M and Vetere, F 2008, 'Taxonomy of exertion games', in Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat, United. Taxonomy of exertion games. Page 1. 26. 3 Taxonomy of Exertion Games Florian ? Floyd? Mueller, Martin R. Gibbs, Frank Vetere Interaction Design Group, Department of Information Systems The University of Melbourne Australia floyd@exertioninterfaces. 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. Categories and Subject Descriptors H5. Information interfaces and presentation (e. HCI): Miscellaneous. General Terms Design, Theory. Keywords Exertion, model, framework, taxonomy, game, exergames, obesity, exertion interface, gaming, categorization. INTRODUCTION An intriguing new type of interaction experience has emerged recently that has captured the attention of the HCI community. This experience can be characterized by a combination of physical activity of the user’s body with interactive computing technology. We call them exertion games (and define them later in this paper). These new games are attributed with physical [9], mental and social benefits [1. HCI research in games has suggested that the inclusion of body movements not only changes the player’s engagement with the game, but also the nature of that engagement: a transition occurs, from an “emotional” experience to a “social” experience [1]. De Kort hypothesises positive effects of these games “since humans have an intrinsic need to experience their physical and social environments kinaesthetically” [4]. She also found that embodied play can not only change the game experience for the player, but also “radically impact socially situated play”. Dourish also highlights the social potential of embodied interactions [5], and Eriksson proposes that bodily movement is especially suited for interaction that takes place in a social context [6]. Hummels et al. found that the “turn to embodied interaction can get human and social values back in balance” [8]. Our understanding of interactions that involve physical activity suggests that such an approach can have benefits to gaming experiences in terms of how these games are played, but also how it involves other people. However, there is no theoretical understanding about these effects and how they can be utilized in a way to support the design of interactive experiences. Several researchers in this area have pointed towards this issue, for example de Kort calls for more empirical research in this area [4]. Graves et al. [7] came to the conclusion that more studies are needed to “examine usability and adoption parameters”, and Mueller et al. A theoretical framework that focuses on the physical and social aspects of these games could support research in this field and address some of the questions mentioned above. In order to arrive at such a theoretical model, we believe we need a conceptual understanding of existing games first. We therefore propose a taxonomy centred on the issues of exertion and social aspects to serve as groundwork for future theoretical work. Such a taxonomy could be used to describe and analyse existing games, which in turn can support the identification of salient concepts for a theoretical model that explains the new types of interactions these games afford. RELATED WORK Research in HCI has investigated the role of the body and associated social aspects previously. For example, Larssen et al. The authors investigated the applicability of four different frameworks to analyse an Eye. Toy game. The Eye. Toy game with its vision- only approach has very specific design features [6], quite different to other exertion games, so their findings are limited to a particular set of applications, however, their work inspired us to consider these frameworks when creating categorizations for other games. Mueller et al. has defined an Exertion Interface [1. The authors presented several exemplary games that have informed our taxonomy. Other research introduced the concept of Computer- Supported Collaborative Sport, in allusion to CSCW(ork), to describe computer- augmented sports activities that are characterized by a social OZCHI 2. December 8- 1. 2, 2. Cairns, QLD, Australia. Copyright the author(s) and CHISIG. Additional copies are available at the ACM Digital Library (http: //portal. CHISIG (secretary@chisig. OZCHI 2. 00. 8 Proceedings ISBN: 0- 9. Page 2. 26. 4 aspect [1. The author of the Bodybug draws on concepts of psychomotor abilities to describe “kinaesthetic” movement interactions, but only tangents the relationship to other people and the environment [1. Sinclair et al.’s work [1. They have analysed the history of exertion games to recognize such factors. Their work categorized these games based on the activity the user has to perform, but also based on the underlying sensor technology. This can contribute to a useful overview of how the various hardware platforms progressed. However, inspiring future designs based on this categorization could possibly lead to restrictions based on technical limitations. Another listing of existing systems focuses on differentiating factors in terms of hardware [1. The authors use them to highlight the importance of matching sensor technology with appropriate gameplay to create compelling user experiences. We agree with their findings, however, the authors were unfortunately not able to identify opportunities for novel advances based on their approach. In summary, other research has begun to investigate individual aspects of exertion actions and social aspects when users interact with technology, and some systems have been analysed. Technology- focused characterizations have been undertaken to highlight the relationship between bodily action and engagement. However, there is limited understanding of exertion games with a social focus that can provide an encompassing view applicable to the diverse set of systems that have emerged. RESEARCH QUESTION We propose a taxonomy to serve as groundwork to further a theoretical understanding of the topic. Unlike other approaches, we focus not on the hardware issues, but on a user’s perspective in regards to a social aspect. Our work answers the following research question: How characterised by a consideration of exertion activity be categorized with respect to a social aspect in order to advance theoretical modelling? Our contribution is a taxonomy that offers a means to categorize exertion games, with a focus on the social aspects. Having such a categorization provides opportunities for research and design. The taxonomy can be used to help understand the similarities and differences between existing games and which of these differences are important to determine salient theoretical concepts. TAXONOMY Figure 1. Taxonomy of Exertion Games. We looked at traditional non- computationally augmented sports and games to inspire our taxonomy (Figure 1), as these areas have been researched previously and are at the origin of our topic of investigation. The work by Vossen [1. We adopted some of her work and extended it as well as applied it to interactive experiences to arrive at a taxonomy of exertion games. Although we drew extensively on Vossen’s game classification, we do not want to imply that this is the only categorization of games or sports (as a starting point for others, see [1. However, we think this one is particularly useful for our purposes as it lends itself an application to augmented exertion games. We believe the focus on the player’s perspective in relation to social aspects is particularly useful, and argue that directing such a focal point to the analysis of computationally- augmented games can help us in identifying the salient issues in the field. The aim of this taxonomy is to contribute to our understanding of exertion games. However, as the field of exertion games is emerging and an established conceptualization is lacking, we begin our taxonomy work by defining what exertion games are and how to distinguish them from other computationally- augmented games. This helps strengthen the taxonomy by identifying clear boundaries for the topic of investigation. Exertion vs. Non- Exertion Although we focus on exertion games in this taxonomy, we need to firstly define what an exertion game is before a further categorization can be made. Therefore our first taxonomic unit helps differentiating exertion computationally- augmented games. We begin by defining an exertion game and declare all other games as non- exertion. As games from other. Page 3. 26. 5 this is probably the most challenging categorization unit, we utilize a couple of concepts to illustrate our point. We define exertion as the act of exerting, involving skeletal muscles, which results in physical fatigue, often associated with physical sport. An exertion game has an input mechanism in which the user is intentionally investing physical exertion. Such an exertion interface has been previously defined as being physically exhausting and requiring intense physical effort [1. The goal of the game is impossible to reach for the player except by means of varying degrees of gross motor competency. As Vossen describes it: “physical activity must actually influence the game outcome by either omission or commission” [1. In non- exertion games the participants can achieve their goals by other means, such as moving a mouse, however, in exertion games the player relies on his or her own physical skills.
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