Designing sports: a framework for exertion games

Designing sports: a framework for exertion games
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DOI:
10.1145/1978942.1979330
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发表时间:
2011-05
期刊:
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
影响因子:
--
通讯作者:
F. Mueller;D. Edge;F. Vetere;M. Gibbs;S. Agamanolis;Bert Bongers;J. Sheridan
F. Mueller;D. Edge;F. Vetere;M. Gibbs;S. Agamanolis;Bert Bongers;J. Sheridan
中科院分区:
其他
文献类型:
--
作者:
F. Mueller;D. Edge;F. Vetere;M. Gibbs;S. Agamanolis;Bert Bongers;J. Sheridan

文献摘要

相似文献

体力消耗游戏需要投入体力。事实上,这些游戏可以支持身体健康,这是因为我们对如何设计吸引人的运动体验的理解有限。本文从运动性游戏的形成性设计和终结性分析两个方面介绍了运动性游戏的思考和讨论方法--运动性框架。我们的努力框架是基于我们可以设想身体投资于游戏导向的努力的方式,由关于身体的四个视角(反应主体、移动主体、感官主体和关联主体)和关于游戏的三个视角(规则、游戏和背景)支持。本文阐述了这个框架是如何从先前的系统和理论中衍生出来的,并提供了一个案例研究,说明它是如何被用来激励新的努力互动的。
Exertion games require investing physical effort. The fact that such games can support physical health is tempered by our limited understanding of how to design for engaging exertion experiences. This paper introduces the Exertion Framework as a way to think and talk about Exertion Games, both for their formative design and summative analysis. Our Exertion Framework is based on the ways in which we can conceive of the body investing in game-directed exertion, supported by four perspectives on the body (the Responding Body, Moving Body, Sensing Body and Relating Body) and three perspectives on gaming (rules, play and context). The paper illustrates how this framework was derived from prior systems and theory, and presents a case study of how it has been used to inspire novel exertion interactions.