3 research outputs found

    Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players

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    Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel approach called ''Fused Spectatorship'', where spectators watch their hands play games by loaning bodily control to a computational Electrical Muscle Stimulation (EMS) system. To showcase this concept, we designed three games where spectators loan control over both their hands to the EMS system and watch them play these competitive and collaborative games. A study with 12 participants suggested that participants could not distinguish if they were watching their hands play, or if they were playing the games themselves. We used our results to articulate four spectator experience themes and four fused spectator types, the behaviours they elicited and offer one design consideration to support each of these behaviours. We also discuss the ethical design considerations of our approach to help game designers create future fused spectatorship experiences.Comment: This paper is going to be published at Annual Symposium on Computer-Human Interaction in Play (CHI PLAY) 202

    Restraints as a Mechanic for Bodily Play

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    I had super-powers when eBike riding Towards understanding the design of integrated exertion

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    The intersection of the physically active human body and technology to support it is in the limelight in HCI. Prior work mostly supports exertion by offering sensed digital information about the exertion activity. We focus on supporting exertion during the activity through sensing and actuation, facilitating the exerting body and the bike to act on and react to each other in what we called 'integrated exertion'. We draw on our experiences of designing and studying "Ava, the eBike", an augmented eBike that draws from the exerting user's bodily posture to actuate. As a result, we offer four design themes for designers to analyze integrated exertion experiences: Interacting with Ava, Experiencing Ava, Reduced Body Control Over Ava and Ava's Technology. And also, seven practical tactics to support designers in exploring integrated exertion. Our work on integrated exertion contributes to engagin
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