对身体驱动游戏设计的理解

Rakesh Patibanda, Elise van den Hoven, F. Mueller
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引用次数: 5

摘要

身体游戏通常使用玩家的生理作为输入,通过基于屏幕的模式提供输出。游戏设计研究人员可以通过使用肌肉电刺激(EMS)等身体驱动技术来扩展身体作为输入和输出(I/O)的使用。EMS的工作原理是通过连接在玩家身体上的电极传递少量电流,收缩他们的肌肉来驱动不自主的身体运动。我们通过创造从单人游戏到社交游戏体验的三种“身体驱动游戏”系统来探索这种身体I/O。最终,通过研究这些系统的相关用户体验,我们将推断出设计人体游戏的规定性设计框架,在这些游戏中,人类可以使用自己的身体作为输入和输出。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Towards Understanding the Design of Body-Actuated Play
Bodily games often use players’ physiology as input to provide output via screen-based modalities. Game design researchers could extend the use of the body as input and output (I/O) by using body-actuating technologies such as Electrical Muscle Stimulation (EMS). EMS works by passing a small amount of electricity via electrodes attached to the player’s body, contracting their muscles to actuate involuntary body movements. Our work explores this bodily I/O by creating three "body-actuated play" systems ranging from single-player to social game experiences. Ultimately, by studying the associated user experiences of these systems, we will deduce a prescriptive design framework for designing bodily games in which humans can use their bodies as input and output.
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