Enabling Co-Located Physical Social Play: A Framework for Design and Evaluation

During the last decade, we have witnessed an increased interest in social play in digital games. With this comes an urge to understand better how to design and evaluate for this new form of play. In this chapter, we encapsulate best practices for game design and evaluation, grounded in other game researchers’ work, as well as our own research and practice. We focus on a sub-area of social games that has experienced great growth and has attracted general interest in research and in practice. It is also the area that has driven our own research: co-located, physical, and social play that is technology supported. In this overview, we provide a sense of the challenges and opportunities involved when designing for this particular area, using good empirical grounding and presenting a framework in the form of lenses through which to think about the design of co-located physical social games.

[1]  Kristina Höök,et al.  Affective diary: designing for bodily expressiveness and self-reflection , 2006, CHI Extended Abstracts.

[2]  Katie Salen,et al.  Rules of play: game design fundamentals , 2003 .

[3]  D. Buckingham,et al.  Doing Game Studies: A Multi-Method Approach to the Study of Textuality, Interactivity and Narrative Space , 2004 .

[4]  Tony P. Pridmore,et al.  Expected, sensed, and desired: A framework for designing sensing-based interaction , 2005, TCHI.

[5]  J. Huizinga Homo Ludens: A Study of the Play-Element in Culture , 1938 .

[6]  Katherine Isbister,et al.  Enabling Social Play: A Framework for Design and Evaluation , 2010, Evaluating User Experience in Games.

[7]  Kristina Höök,et al.  Affective Loop Experiences - What Are They? , 2008, PERSUASIVE.

[8]  Toni Robertson,et al.  Moving and making strange: An embodied approach to movement-based interaction design , 2013, TCHI.

[9]  Regan L. Mandryk,et al.  Using psychophysiological techniques to measure user experience with entertainment technologies , 2006, Behav. Inf. Technol..

[10]  Bart Simon,et al.  Wii are Out of Control: Bodies, Game Screens and the Production of Gestural Excess , 2009 .

[11]  Annika Waern Chapter Eight – Information Technology in Pervasive Games , 2009 .

[12]  H. Rex Hartson,et al.  Cognitive, physical, sensory, and functional affordances in interaction design , 2003, Behav. Inf. Technol..

[13]  R. Caillois,et al.  Man, Play and Games , 1958 .

[14]  Tracy Fullerton,et al.  Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition , 2014 .

[15]  Katherine Isbister,et al.  Emotion and motion: games as inspiration for shaping the future of interface , 2011, INTR.

[16]  Yvonne Rogers,et al.  Introduction to the special issue on the theory and practice of embodied interaction in HCI and interaction design , 2013, TCHI.

[17]  Stuart Reeves,et al.  Designing Interfaces in Public Settings - Understanding the Role of the Spectator in Human-Computer Interaction , 2011, Human-Computer Interaction Series.

[18]  Jenny Edwards,et al.  Understanding movement for interaction design: frameworks and approaches , 2007, Personal and Ubiquitous Computing.

[19]  Kristina Höök,et al.  SenToy: a tangible interface to control the emotions of a synthetic character , 2003, AAMAS '03.

[20]  Martin R. Gibbs,et al.  Towards understanding how to design for social play in exertion games , 2009, Personal and Ubiquitous Computing.

[21]  Katherine Isbister,et al.  How to stop being a buzzkill: designing yamove!, a mobile tech mash-up to truly augment social play , 2012, Mobile HCI.

[22]  Nadia Bianchi-Berthouze,et al.  Stirring up experience through movement in game play: effects on engagement and social behaviour , 2008, CHI.

[23]  Marko Turpeinen,et al.  Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play? , 2006, PRESENCE: Teleoperators and Virtual Environments.

[24]  Lian Loke,et al.  Bodily experience and imagination: designing ritual interactions for participatory live-art contexts , 2012, DIS '12.

[25]  Yvonne de Kort,et al.  Influence of social setting on player experience of digital games , 2008, CHI Extended Abstracts.

[26]  Kristina Höök,et al.  Experiencing the Affective Diary , 2009, Personal and Ubiquitous Computing.

[27]  Jakob Tholander,et al.  Bodies, boards, clubs and bugs: a study of bodily engaging artifacts , 2010, CHI EA '10.

[28]  George Poonkhin Khut,et al.  Cardiomorphologies: An Inner Journey through Art , 2007, IEEE MultiMedia.

[29]  Elena Márquez Segura,et al.  The design space of body games: technological, physical, and social design , 2013, CHI.

[30]  Janne Paavilainen,et al.  The many faces of sociability and social play in games , 2009, MindTrek '09.

[31]  T. L. Taylor,et al.  Book Review: T.L. Taylor, Play Between WorldS: Exploring Online Game Culture. Cambridge, MA: MIT Press, 2006. vii+197 pp. ISBN 0262201631, $29.95 hbk , 2007, New Media Soc..

[32]  Antony Stephen Reid Manstead,et al.  The social dimension of emotion , 2005 .

[33]  Kristina Höök,et al.  Metaphone: an artistic exploration of biofeedback and machine aesthetics , 2013, CHI Extended Abstracts.

[34]  Antti Oulasvirta,et al.  Understanding contexts by being there: case studies in bodystorming , 2003, Personal and Ubiquitous Computing.

[35]  Christopher L. Suhler,et al.  When It’s an Error to Mirror , 2011, Psychological science.

[36]  A. Bandura Social learning theory , 1977 .

[37]  Amy Voida,et al.  Wii all play: the console game as a computational meeting place , 2009, CHI.

[38]  Richard Shusterman,et al.  Body Consciousness: A Philosophy of Mindfulness and Somaesthetics , 2008, The Journal of Speculative Philosophy.

[39]  Thecla Schiphorst,et al.  Move to design/design to move: a conversation about designing for the body , 2011, INTR.

[40]  Katherine Isbister,et al.  Is more movement better?: a controlled comparison of movement-based games , 2011, FDG.

[41]  Greg Costikyan,et al.  I Have No Words & I Must Design: Toward a Critical Vocabulary for Games , 2002, CGDC Conf..

[42]  Nadia Bianchi-Berthouze,et al.  Does Body Movement Engage You More in Digital Game Play? and Why? , 2007, ACII.

[43]  Steve Benford,et al.  Designing the spectator experience , 2005, CHI.

[44]  Riku Suomela,et al.  Using prototypes in early pervasive game development , 2007, Sandbox '07.

[45]  Katherine Isbister,et al.  Movement-based game guidelines , 2014, CHI.

[46]  Piercarlo Valdesolo,et al.  Synchrony and the social tuning of compassion. , 2011, Emotion.

[47]  A. Manstead,et al.  Emotional Experience as a Function of Social Context: The Role of the Other , 1997 .

[48]  Katherine Isbister,et al.  Game Usability - Advice from the Experts for Advancing the Player Experience , 2008 .

[49]  Yvonne de Kort,et al.  People, places, and play: player experience in a socio-spatial context , 2008, CIE.

[50]  Katherine Isbister,et al.  Wriggle: an exploration of emotional and social effects of movement , 2011, CHI Extended Abstracts.

[51]  Lian Loke,et al.  Surging verticality: an experience of balance , 2011, Tangible and Embedded Interaction.

[52]  Jakob Tholander,et al.  Design qualities for whole body interaction: learning from golf, skateboarding and BodyBugging , 2010, NordiCHI.

[53]  Jin Moen,et al.  From hand-held to body-worn: embodied experiences of the design and use of a wearable movement-based interaction concept , 2007, TEI.

[54]  Ylva Fernaeus How do you design for the joy of movement , 2012 .

[55]  Danielle Wilde,et al.  The hipdiskettes: learning (through) wearables , 2008, OZCHI '08.

[56]  Edward Lank,et al.  Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system , 2008, CHI.

[57]  Timo Engelke,et al.  Augmenting the virtual domain with physical and social elements: towards a paradigm shift in computer entertainment technology , 2004, ACE '04.

[58]  Peter Jones,et al.  Bodystorming as embodied designing , 2010, INTR.

[59]  Jin Moen KinAesthetic Movement Interaction : Designing for the Pleasure of Motion , 2006 .

[60]  Berry Eggen,et al.  Designing playful interactions for social interaction and physical play , 2010, Personal and Ubiquitous Computing.

[61]  A. Manstead,et al.  Social context and the experience of emotion , 1996 .