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abstract

Playing With Shadows: An Exploration of Calm Game Interaction

Published: 06 July 2020 Publication History
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  • Abstract

    Game interaction and gameplay are usually rapid, putting the player under pressure. Here, we explore calm game interaction as a concept that rejects the idea of rushing the player, and emphasizes thought-through, accurate and relaxed player interaction. We present Shadventures, a two-player exploration game that uses shadows of one player's hands in combination with keyboard input from the second player to provide a calming player experience.

    References

    [1]
    Florian "Floyd" Mueller, Stefan Agamanolis, Martin R. Gibbs, and Frank Vetere. 2008. Remote impact: shadowboxing over a distance. In CHI '08 Extended Abstracts, 2291--2296.
    [2]
    Taiwoo Park, Tianyu Hu, and Jina Huh. 2016. Plant-based Games for Anxiety Reduction. In Proceedings of CHI PLAY '16, 199--204.
    [3]
    Peterson, J. 2009. Calm technology: Design guidelines. Proceedings of Umea's 13th Student Conference in Computer Science.
    [4]
    Mark Rice, Marcus Wan, Min-Hui Foo, Jamie Ng, Zynie Wai, Janell Kwok, Samuel Lee, and Linda Teo. 2011. Evaluating gesture-based games with older adults on a large screen display. In ACM SIGGRAPH 2011, Article 3, 1--8.
    [5]
    Yvonne Rogers. 2006. Moving on from Weiser's Vision of Calm Computing: Engaging UbiComp Experiences. UbiComp 2006, 404--421.
    [6]
    Mike Sheinin and Carl Gutwin. 2014. Jelly polo: increasing richness and competition in sports games using small-scale exertion. In Proceedings of CHI PLAY '14. ACM, 367--370.
    [7]
    Annika Waern, Markus Montola, and Jaakko Stenros. 2009. The three-sixty illusion: designing for immersion in pervasive games. In Proceedings of CHI '09, 1549--1558.
    [8]
    Mark Weiser. 1991. The Computer for the 21st Century. Scientific American.

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    Published In

    cover image ACM Conferences
    DIS' 20 Companion: Companion Publication of the 2020 ACM Designing Interactive Systems Conference
    July 2020
    605 pages
    ISBN:9781450379878
    DOI:10.1145/3393914
    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: 06 July 2020

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    Author Tags

    1. game design
    2. game interfaces
    3. player experience
    4. tangible interaction

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    DIS '20
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    DIS '20: Designing Interactive Systems Conference 2020
    July 6 - 10, 2020
    Eindhoven, Netherlands

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    Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

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