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Taxonomy of exertion games
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OZCHI; Vol. 287 archive
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat table of contents
Cairns, Australia
SESSION: The body table of contents
Pages 263-266  
Year of Publication: 2008
ISBN:0-9803063-4-5
Authors
Florian 'Floyd' Mueller  The University of Melbourne, Australia
Martin R. Gibbs  The University of Melbourne, Australia
Frank Vetere  The University of Melbourne, Australia
Publisher
ACM  New York, NY, USA
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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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Moen, J. KinAesthetic Movement Interaction. Ph.D. Thesis, Kungliga Tekniska Högskolan, Sweden, 2006.
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Mueller, F., Vetere, F., Gibbs, M. Design Experiences with Networked Exertion Games. PerGames 2007-Pervasive Gaming Applications.
 
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Wulf, V., Moritz, E. F., Henneke, C., Al-Zubaidi, K., Stevens, G. (2004) Computer Supported Collaborative Sports: Creating Social Spaces Filled with Sports Activities. In Proc. Entertainment Computing (ICEC), Springer LNCS, Heidelberg, 80--89.


Collaborative Colleagues:
Florian 'Floyd' Mueller: colleagues
Martin R. Gibbs: colleagues
Frank Vetere: colleagues