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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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INDEX TERMS
Primary Classification:
H.
Information Systems
H.5
INFORMATION INTERFACES AND PRESENTATION (I.7)
H.5.m
Miscellaneous
General Terms:
Design,
Theory
Keywords:
categorization,
exergames,
exertion,
exertion interface,
framework,
game,
gaming,
model,
obesity,
taxonomy
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