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Design space of networked exertion games demonstrated by a three-way physical game based on Table Tennis

机译:基于乒乓球的三向物理游戏演示的网络化运动游戏的设计空间

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Physical leisure games can be beneficial to physical as well as mental health and offer a means to connect with others socially. However, players have to be in the same physical location to play. Recent trends in the gaming industry and research labs have started to embrace exertion games: physical games that are expected to be exhausting because they require intense physical effort. However, there is still a lack of a design space that can guide in evaluating such exertion games, help designers in creating future games by maximizing their potential, and inspire new directions in this domain. We present such a design space for exertion games, based on the characteristics of traditional physical games but extended to support distributed interactions. Our motivation is based on the belief that the physicality found in traditional leisure games contributes to facilitating social bonds. We used this design space to develop a networked table tennis-like game called "Table Tennis for Three." It is played with a real paddle and ball and augmented with a large-scale video-conference. Our prototype shows how the application of the design space can leverage the potential for novel exertion gaming experiences such as supporting three players in three geographically distant locations. An evaluation with 41 participants indicated a successful application of some of the ingredients of the networked exertion games "cocktail"; however, some participants did not enjoy the game, and we present informed interpretations to explain their reactions. With this work we aim to provide other researchers and designers with a practical design space of the main components that can create a networked exertion game, and hence inspire and guide them in designing and evaluating future networked exertion games.
机译:体力休闲游戏对身体和心理健康都有益,并提供了与他人进行社交联系的方式。但是,玩家必须在相同的物理位置玩。游戏行业和研究实验室的最新趋势已开始包含消耗性游戏:由于需要大量的体力劳动,实物游戏可能会精疲力尽。但是,仍然缺少设计空间来指导评估这种运动游戏,通过最大程度地发挥潜力来帮助设计师创建未来的游戏,并激发这一领域的新方向。我们基于传统的物理游戏的特点,为体育游戏提供了这样的设计空间,但扩展到支持分布式交互。我们的动机基于这样的信念,即传统休闲游戏中发现的身体状况有助于促进社会联系。我们使用此设计空间来开发一种类似网络的乒乓球游戏,称为“三人乒乓球”。它使用真实的球拍和球进行演奏,并配有大型视频会议。我们的原型展示了设计空间的应用如何利用新颖的运动游戏体验的潜力,例如在三个地理位置遥远的地方为三名玩家提供支持。对41名参与者的评估表明,成功应用了网络化运动游戏“鸡尾酒”的某些成分;但是,有些参与者不喜欢游戏,我们提供了一些有根据的解释来解释他们的反应。通过这项工作,我们旨在为其他研究人员和设计师提供实用的主要组件设计空间,这些空间可以创建网络化的游戏,从而启发并指导他们设计和评估未来的网络化游戏。

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