Experiencing the Body as Play

  title={Experiencing the Body as Play},
  author={Florian ‘Floyd’ Mueller and Richard Byrne and Josh Andr{\'e}s and Rakesh Patibanda},
  journal={Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems},
Games research in HCI is continually interested in the human body. [] Key Method To guide designers interested in supporting players to experience their bodies as play, we present two phenomenological perspectives on the human body (Körper and Leib) and articulate a suite of design tactics using our own and other people's work. We hope with this paper, we are able to help designers embrace the point that we both "have" a body and "are" a body, thereby aiding the facilitation of the many benefits of engaging…

Figures from this paper

The Surrogate Body in Play
This work draws from surrogate body (Leihkörper) theory proposed by Voss for cinematic experiences, and applies it to a variety of different contexts in which digital games are played, introducing a socio-technical, cultural and affective understanding of play contexts that can contribute to how players' experiences are examined.
Towards a 2nd Person Perspective on Bodily Play
This work describes how game designers can engage with the 2nd person perspective through two design tactics based on two of the authors' own play systems and hopes it can aid designers in embracing this 2 second person perspective so that more people can benefit from engaging their bodies through games and play.
A 2nd Person Social Perspective on Bodily Play
To guide designers interested in supporting players to experience their bodies as play, this work describes how game designers can engage with the 2nd person social perspective through a set of design tactics based on four of the authors' own play systems.
Designing for Bodily Play Experiences Based on Danish Linguistic Connotations of "Playing a Game"
An understanding derived from the Danish linguistic connotations of the four different combinations of bodily "playing/gaming" a "play/game" is proposed and four strategies for designers to implement in their future bodily designs are extracted.
Foundations and Trends R © in Human-Computer Interaction 10 Lenses to Design Sports-HCI
Interaction designers are increasingly interested in the physically active human being. However, recent work suggests that HCI is still at an early stage when it comes to supporting the many virtues
Limited Control Over the Body as Intriguing Play Design Resource
Three of the bodily play systems used in this paper are used to illustrate how designers can engage with limited control over the body by varying the player's degree of indirect control (for instance, via other bodily activity and external triggers).
Towards Designing Bodily Integrated Play
This article presents an initial set of design strategies for bodily integrated play, aiming to inform designers on how they can engage with such systems to facilitate playful experiences, so that ultimately, people will profit from bodily play's many physical and mental wellbeing benefits even in a future where machine and human converge.
A design framework for playful wearables
A Design Framework for Playful Wearables is proposed stemming from the extensive research and hands-on experience in leading four long-term game research projects incorporating wearables and contends that this design space can be both a design tool for creators of wearable playful activities, as well as an analytical lens for evaluating existing wearable systems.
The Designer's Body as Resource in Design: Exploring Combinations of Point-of-view and Tense
This work presents a framework for categorizing such body-centered design practices based on two dimensions: point-of-view (1st, 2nd, 3rd person) and tense (past, present, future).
Vibing Together: Dance Experiences in Social Virtual Reality
Dancing is a universal human activity, and also a domain of enduring significance in Human-Computer Interaction (HCI) research. However, there has been limited investigation into how computing


Five Lenses for Designing Exertion Experiences
A set of five design lenses extended primarily from sports philosophy literature are presented to help approach exertion not just as a means of deferring death, but also as an opportunity for personal growth.
Designing mediated combat play
This paper charts a design space for virtual combat play experiences and offers a set of design dimensions and recommendations for future systems, inspired by combat-oriented sports such as boxing.
The design space of body games: technological, physical, and social design
It is argued that for body games: games in which the main source of enjoyment comes from bodily engagement, the physical and social settings become just as important design resources as the technology.
Guidelines for the Design of Movement-Based Games and Their Relevance to HCI
This article provides an in-depth contextualization and explanation of the research process that led to the creation of the final guidelines for movement-based game design and discusses what human–computer interaction researchers and designers might learn from the guidelines beyond entertainment contexts.
Rock Band: a case study in the design of embodied interface experience
It is demonstrated how gestural and embodied interactions can be understood as ludic, kinesthetic and narrative experiences in the design and the experience of games.
Expanding exertion gaming
Embodied Sketching
This paper presents three different ways to implement and use embodied sketching in the application domain of co-located social play, including bodystorming of ideas, co-designing with users, and sensitizing designers.
A phenomenological account of the playing-body in avatar-based action games
As many writers have acknowledged, all videogame play is an embodied experience (Giddings & Kennedy 2008; Swallwell 2008). This paper takes a phenomenological approach to the question of embodiment
Exploring Human: eBike Interaction to Support Rider Autonomy
This work used inherent cycling body movement to playfully interface with the eBike's functionality and fuse the rider's body to Ava's, as a way of harmonising bodily interaction with theeBike in a continuous expression, offering playful bodily interactions while reducing interaction obstacles.
Designing for Bodily Interplay in Social Exertion Games
This article presents the design dimension “bodily interplay” that gives critical focus to how players’ bodies interact with one another, and articulate a vocabulary that can guide designers in the creation of social exertion games, helping players profit from the many benefits of exertion.