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'In the Same Boat',: A Game of Mirroring Emotions for Enhancing Social Play

Published: 02 May 2019 Publication History
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  • Abstract

    Social closeness is important for an individual's health and well-being, and this is especially difficult to maintain over a distance. Games can help with this, to connect and strengthen relationships or create new ones by enabling shared playful experiences. The demo proposed is a game we designed called 'In the Same Boat', a two-player game intended to foster social closeness between players over a distance. We leverage the synchronization of both players' physiological data (heart rate, breathing,facial expressions) mapped to an input scheme to control the movement of a canoe down a river.

    Supplementary Material

    DOCX File (demo1126vc.docx)
    Video figure captions
    MP4 File (demo1126.mp4)
    Supplemental video

    References

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    2018. 2018 Essential Facts About The Computer And Video Game Industry. (2018). http://www.theesa.com/wp-content/ uploads/2018/05/EF2018_FINAL.pdf
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    Ansgar E Depping and Regan L Mandryk. 2017. Cooperation and Interdependence: How Multiplayer Games Increase Social Closeness. CHI PLAY 2017 - Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play (2017).
    [3]
    Katherine Isbister. 2016. How Games Move Us: Emotion by Design. MIT Press.
    [4]
    Katherine Isbister, Kaho Abe, and Michael Karlesky. 2017. Interdependent Wearables (for Play). Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems - CHI '17 (2017), 465--471.
    [5]
    Florian 'Floyd' Mueller, Stefan Agamanolis, Frank Vetere, and Martin R. Gibbs. 2009. A framework for exertion interactions over a distance. Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games - Sandbox '09 1, 212 (2009), 143.
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    R. Ryan and E. Deci. 2000. Self-determination theory and the facilitation of intrinsic motivation. American Psychologist 55, 1 (2000), 68--78.
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    Magy Seif El-Nasr, Bardia Aghabeigi, David Milam, Mona Erfani, Beth Lameman, Hamid Maygoli, and Sang Mah. 2010. Understanding and evaluating cooperative games. Proceedings of the 28th international conference on Human factors in computing systems - CHI '10 (2010), 253.
    [8]
    Farnaz Zangouei, Mohammad Ali Babazadeh Gashti, Kristina Höök, Tim Tijs, Gert-Jan de Vries, and Joyce Westerink. 2010. How to stay in the emotional rollercoaster. Proceedings of the 6th Nordic Conference on Human-Computer Interaction Extending Boundaries - NordiCHI '10 (2010), 571.

    Cited By

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    • (2023)PhysioKit: An Open-Source, Low-Cost Physiological Computing Toolkit for Single- and Multi-User StudiesSensors10.3390/s2319824423:19(8244)Online publication date: 4-Oct-2023
    • (2023)Biofeedback-Driven Multiplayer Games: Leveraging Social Awareness and Physiological Signals for PlayCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616044(212-215)Online publication date: 6-Oct-2023
    • (2023)BreatheWithMe: Exploring Visual and Vibrotactile Displays for Social Breath Awareness during Colocated, Collaborative TasksExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585589(1-8)Online publication date: 19-Apr-2023
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    Published In

    cover image ACM Conferences
    CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
    May 2019
    3673 pages
    ISBN:9781450359719
    DOI:10.1145/3290607
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 02 May 2019

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    Author Tags

    1. body games
    2. emotion
    3. physiological data
    4. social games

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    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    Cited By

    View all
    • (2023)PhysioKit: An Open-Source, Low-Cost Physiological Computing Toolkit for Single- and Multi-User StudiesSensors10.3390/s2319824423:19(8244)Online publication date: 4-Oct-2023
    • (2023)Biofeedback-Driven Multiplayer Games: Leveraging Social Awareness and Physiological Signals for PlayCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616044(212-215)Online publication date: 6-Oct-2023
    • (2023)BreatheWithMe: Exploring Visual and Vibrotactile Displays for Social Breath Awareness during Colocated, Collaborative TasksExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585589(1-8)Online publication date: 19-Apr-2023
    • (2023)Going, Going, Gone: Exploring Intention Communication for Multi-User Locomotion in Virtual RealityProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581259(1-13)Online publication date: 19-Apr-2023
    • (2022)Strategies for Fostering a Genuine Feeling of Connection in Technologically Mediated SystemsProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517580(1-26)Online publication date: 29-Apr-2022
    • (2020)JeLProceedings of the 2020 ACM Designing Interactive Systems Conference10.1145/3357236.3395532(641-654)Online publication date: 3-Jul-2020

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