Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games Model

Abstract

The design space of social exergames remains narrow despite the many benefits of playing and exercising together. Towards opening this design space, we followed a Research through Design (RtD) approach focused on exergames that can be fun and immersive social training experiences. Through embodied sketching activities with designers and 10 pairs of players, we explored future games for the ExerCube, an immersive exergame platform. Our work contributes with forms of intermediate-level knowledge: a design space model (the Immersive Social Fitness - ImSoFit - Games model); and a novel design vocabulary including new bodily orientations in co-located physical interaction. We illustrate their use and value scrutinizing three of our games and applying three analytical lenses to 1) understand how design choices impact how players move together; 2) evaluate design expectations and analyze players' behavior in relation to design choices; and 3) potentially extend the design space of immersive co-located social fitness games.

Authors
Elena Márquez Segura
Universidad Carlos III de Madrid, Madrid, Spain
Katja Rogers
University of Waterloo, Waterloo, Ontario, Canada
Anna Lisa Martin-Niedecken
Department of Design, Subject Area Game Design, Zurich, Switzerland
Stephan Niedecken
Sphery Ltd, Zurich, Switzerland
Laia Turmo Vidal
Uppsala University, Uppsala, Sweden
DOI

10.1145/3411764.3445592

Paper URL

https://doi.org/10.1145/3411764.3445592

Video

Conference: CHI 2021

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2021.acm.org/)

Session: Virtual Reality, Embodied Experiences, Toxicity

[A] Paper Room 06, 2021-05-11 17:00:00~2021-05-11 19:00:00 / [B] Paper Room 06, 2021-05-12 01:00:00~2021-05-12 03:00:00 / [C] Paper Room 06, 2021-05-12 09:00:00~2021-05-12 11:00:00
Paper Room 06
12 items in this session
2021-05-11 08:00:00
2021-05-11 10:00:00
Japanese summary
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