Let the body'n'brain games begin: toward innovative training approaches in esports athletes

AL Martin-Niedecken, A Schättin - Frontiers in psychology, 2020 - frontiersin.org
The phenomenon of eSports is omnipresent today. International championships and their
competitive athletes thrill millions of spectators who watch as eSports athletes and their …

Unpacking non-dualistic design: The soma design case

K Höök, S Benford, P Tennent, V Tsaknaki… - ACM Transactions on …, 2021 - dl.acm.org
We report on a somaesthetic design workshop and the subsequent analytical work aiming to
demystify what is entailed in a non-dualistic design stance on embodied interaction and why …

Movement-based game guidelines

F Mueller, K Isbister - Proceedings of the sigchi conference on human …, 2014 - dl.acm.org
Movement-based digital games are becoming increasingly popular, yet there is limited
comprehensive guidance on how to design these games. We present a set of guidelines for …

Experiencing the body as play

FF Mueller, R Byrne, J Andres… - Proceedings of the 2018 …, 2018 - dl.acm.org
Games research in HCI is continually interested in the human body. However, recent work
suggests that the field has only begun to understand how to design bodily games. We …

Systematic review of design guidelines for full-body interactive games

S Subramanian, N Skjæret-Maroni… - Interacting with …, 2020 - academic.oup.com
This paper provides a systematic review of research articles published between 2010 and
mid-2018 that have offered design guidelines for full-body interactive games for recreational …

Reflective practicum: A framework of sensitising concepts to design for transformative reflection

P Slovák, C Frauenberger, G Fitzpatrick - … of the 2017 chi conference on …, 2017 - dl.acm.org
Designing for reflection is becoming an increasingly important part of many HCI systems in a
wide range of application domains. However, there is a gap in our understanding of how the …

Understanding emerging design practices for avatar systems in the commercial social vr ecology

A Kolesnichenko, J McVeigh-Schultz… - Proceedings of the 2019 …, 2019 - dl.acm.org
In the emerging ecology of commercial social VR, avatars that serve to represent individuals
within these multi-user virtual worlds are at the heart of the embodied social experience …

Player experience

J Wiemeyer, L Nacke, C Moser… - … , concepts and practice, 2016 - Springer
In computer science, the concept of user experience has proven to be beneficial in order to
improve the quality of interaction between software and its users, by taking users' emotions …

Immersive virtual reality for older adults: empirically grounded design guidelines

VV Abeele, B Schraepen, H Huygelier… - ACM Transactions on …, 2021 - dl.acm.org
Despite the proliferation of research on immersive virtual reality (IVR) technologies for older
adults, comprehensive guidelines on designing immersive and engaging VR for older adults …

Exercube vs. personal trainer: evaluating a holistic, immersive, and adaptive fitness game setup

AL Martin-Niedecken, K Rogers, L Turmo Vidal… - Proceedings of the …, 2019 - dl.acm.org
Today's spectrum of playful fitness solutions features systems that are clearly game-first or
fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing …