skip to main content
10.1007/978-3-540-74889-2_10guideproceedingsArticle/Chapter ViewAbstractPublication PagesConference Proceedingsacm-pubtype
Article

Does Body Movement Engage You More in Digital Game Play? and Why?

Published: 12 September 2007 Publication History

Abstract

In past years, computer game designers have tried to increase player engagement by improving the believability of characters and environment. Today, the focus is shifting toward improving the game controller. This study seeks to understand engagement on the basis of the body movements of the player. Initial results from two case-studies suggest that an increase in body movement imposed, or allowed, by the game controller results in an increase in the player's engagement level. Furthermore, they lead us to hypothesize that an increased involvement of the body can afford the player a stronger affective experience. We propose that the contribution of full-body experience is three-fold: (a) it facilitates the feeling of presence in the digital environment (fantasy); (b) it enables the affective aspects of human-human interaction (communication); and (c) it unleashes the regulatory properties of emotion (affect).

References

[1]
Sheridan, T.B.: Musings on telepresence and virtual presence: Teleoperators and Virtual Environments 1(1), 120-125 (1992).
[2]
Barhield, W., Weghorst, S.: The sense of presence within virtual environments: A conceptual framework. In: Proceedings of the Fifth International Conference on Human-Computer Interaction, vol. 2, pp. 699-704 (1993).
[3]
Witmer, B.G., Singer, M.J.: Measuring immersion in virtual environments (ARI Technical Report 1014), U.S. Army Research Institute for the Behavioral and Social Sciences Alexandria, VA (1994).
[4]
Smith, S., Marsh, T., Duke, D., Wright, P.: Drowning in immersion. In: Proceedings of UK-VRSIG'98: UK Virtual Reality Special Interest Group (1998).
[5]
Witmer, B.G., Singer, M.J.: Measuring presence in virtual environments: A presence questionnaire. Presence 7, 225-240 (1998).
[6]
Malone, T.W.: What makes computer games fun? Byte 6, pp. 258-277 (1981).
[7]
Csikszentmihalyi, M.: Flow. Harper Collins Publishers, New York (1990).
[8]
Berieter, C., Scardamalia, M.: Surpassing ourselves: An inquiry into the nature and implications of expertise. Chicago, IL: Open Court (1992).
[9]
Douglas, Y., Hargadon, A.: The pleasure principle: Immersion, engagement, flow. In: Proceedings of the eleventh ACM on Hypertext and hypermedia, pp. 153-160. ACM Press, New York (2000).
[10]
Brown, E., Cairns, P.A: A grounded investigation of game immersion. CHI 2004, ACM Conference on Human Factors in Computing, pp. 1297-1300. ACM Press, CHI (2004).
[11]
Chen, M., Kolko, B., Cuddihy, E., Medina, E.: Modelling and measuring engagement in computer games. Paper presented at the annual conference for the Digital Games Research Association (DiGRA), Vancouver, Canada (2005).
[12]
Haywood, N., Cairns, P.: Engagement with an interactive museum exhibit. In: Proceedings of HCI 2005, Springer, London (2005).
[13]
Koster, R.: A Theory of Fun for Game Design. Paraglyph Press (2005).
[14]
Lazzaro, N.: Why we play games: Four keys to more emotion without story. Technical report, XEO Design Inc (2004).
[15]
Mehrabian, A., Friar, J.: Encoding of attitude by a seated communicator via posture and position cues. Journal of Consulting and Clinical Psychology 33, 330-336 (1969).
[16]
Coulson, M.: Attributing emotion to static body postures: recognition accuracy, confusions, and viewpoint dependence. Journal of Nonverbal Behavior 28(2), 117-139 (2004).
[17]
Bull, E.P.: Posture and Gesture. Pergamon, Oxford (1987).
[18]
Graham, J.A., Ricci-Bitti, R., Argyle, M.: A crosscultural study of the communication of emotion by facial and gestural cues. Journal of Human Movement Studies 1, 68-77 (1975).
[19]
Argyle, M.: Bodily communication, Routledge (1988).
[20]
Bianchi-Berthouze, N., Kleinsmith, A.A.: categorical approach to affective gesture recognition. Connection Science 15(4), 259-269 (2003).
[21]
de Silva, R., Bianchi-Berthouze, N.: Modeling human affective postures: An information theoretic characterization of posture features. Journal of Computational Agents and Virtual Worlds 15(3-4), 269-276 (2004).
[22]
De Silva, R., Kleinsmith, A., Bianchi-Berthouze, N.: Towards unsupervised detection of affective body nuances. In: Tao, J., Tan, T., Picard, R.W. (eds.) ACII 2005. LNCS, vol. 3784, pp. 29-32. Springer, Heidelberg (2005).
[23]
Picard, R.E., Vyzas, E., Healy, J.: Toward machine emotional intelligence: Analysis of affective physiological state. IEEE Transactions on Pattern Analysis and Machine Intelligence 23(10), 1175-1191 (2001).
[24]
Fagerberg, P., Stahl, A.: Designing gestures for affective input: an analysis of shape, effort and valence. Proceedings of Mobile Ubiquitous and Multimedia, Norrkoping. Sweden (2003).
[25]
Camurri, A., De Poli, G., Leman, M., Volpe, G.: Communicating expressiveness and affect in multimodal interactive systems. IEEE Multimedia Magazine 12(1), 43-53 (2005).
[26]
Kleinsmith, A., De Silva, R., Bianchi-Berthouze, N.: Cross-cultural differences in recognizing affect from body posture. Interacting with Computers, vol. 18(6) (2006 in press).
[27]
Riskind, J.H., Gotay, C.C.: Physical posture: Could it have regulatory or feedback effects on motivation and emotion? Motivation and Emotion 6(3), 273-298 (1982).
[28]
Richards, J.M., Gross, J.J.: Personality and emotional memory: How regulating emotion impairs memory for emotional events. J. of Research in Personality 40(5), 631-651 (2005).
[29]
Keefe, F.J., Lumley, M., Anderson, T., Lynch, T., Carson, K.L.: Pain and emotion: New research directions. Clinical Psychology 57(4), 587-607 (2001).
[30]
Peter, C., Herbon, A.: Emotion representation and physiology assignments in digital systems. Interacting with Computers 18, 139-170 (2006).
[31]
Russell, J.A.: A circumplex model of affect. Journal of personality and social psychology 39, 1161-1178 (1980).
[32]
Bowen, H.: Can video games make you cry? GameInformer Magazine (2005).
[33]
Clark, A.: Being there. Putting Brain, Body, and World together again. MIT Press, Cambridge, Mass (1997).
[34]
Singer, M.A., Goldin-Meadow, S.: Children learn when their teacher's gestures and speech differ. Psychological Science 16(2), 85-89 (2005).
[35]
Thelen, E.: Time-scale dynamics in the development of an embodied cognition. In: Port, R., van Gelder, T. (eds.) In Mind In Motion, MIT Press, Cambridge, MA (1995).
[36]
Rugel, R.P., Cheatam, D., Mitchell, A.: Movement and inattention in learning-disable and normal children. Journal of Abnormal Child Psychology 6(3), 325-337 (1978).
[37]
Farrace-Di Zinno, A.M, Douglas, G., Houghton, S., Lawrence, V., West, J.: Whiting, Body Movements of Boys with Attention Deficit Hyperactivity Disorder (ADHD) during computer video game play, British Journal of Educ. Technology 32(5), 607-618 (2001).
[38]
Rambusch, J.: The embodied and situated nature of computer game play. In: Proceedings of the workshop on Cognitive Science of Games and Gameplay, CogSci'06 (2006).

Cited By

View all

Recommendations

Comments

Information & Contributors

Information

Published In

cover image Guide Proceedings
ACII '07: Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
September 2007
777 pages
ISBN:9783540748885

Publisher

Springer-Verlag

Berlin, Heidelberg

Publication History

Published: 12 September 2007

Author Tags

  1. Engagement
  2. affective states
  3. body movement
  4. gaming

Qualifiers

  • Article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 09 Jan 2025

Other Metrics

Citations

Cited By

View all
  • (2024)Investigating Size Congruency Between the Visual Perception of a VR Object and the Haptic Perception of Its Physical World AgentProceedings of the 17th International Symposium on Visual Information Communication and Interaction10.1145/3678698.3678706(1-9)Online publication date: 11-Dec-2024
  • (2023)Touch-less Remedial Game Prototype for Hand Rehabilitation - Feedback ResultsProceedings of the 35th Australian Computer-Human Interaction Conference10.1145/3638380.3638432(423-431)Online publication date: 2-Dec-2023
  • (2023)Exploring User Engagement in Immersive Virtual Reality Games through Multimodal Body MovementsProceedings of the 29th ACM Symposium on Virtual Reality Software and Technology10.1145/3611659.3615687(1-8)Online publication date: 9-Oct-2023
  • (2023)ExpanStick: Augmenting Gamepad Thumbstick using Force at the LimitProceedings of the ACM on Human-Computer Interaction10.1145/36110427:CHI PLAY(588-610)Online publication date: 4-Oct-2023
  • (2022)Towards using Involuntary Body Gestures for Measuring the User Engagement in VR GamingAdjunct Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology10.1145/3526114.3558691(1-3)Online publication date: 29-Oct-2022
  • (2022)TouchMate: Understanding the Design of Body Actuating Games using Physical TouchExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558332(153-158)Online publication date: 2-Nov-2022
  • (2022)Machine-Mediated Teaming: Mixture of Human and Machine in Physical Gaming ExperienceProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517555(1-11)Online publication date: 29-Apr-2022
  • (2021)ThroughHand: 2D Tactile Interaction to Simultaneously Recognize and Touch Multiple ObjectsProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445530(1-13)Online publication date: 6-May-2021
  • (2020)3PP-R: Enabling Natural Movement in 3rd Person Virtual RealityProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414239(438-449)Online publication date: 2-Nov-2020
  • (2020)Bodily Expression of Social Initiation Behaviors in ASC and non-ASC children: Mixed Reality vs. LEGO Game PlayCompanion Publication of the 2020 International Conference on Multimodal Interaction10.1145/3395035.3425188(140-149)Online publication date: 25-Oct-2020
  • Show More Cited By

View Options

View options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media