A systematic literature review of virtual, augmented, and mixed reality game applications in healthcare

Y Fu, Y Hu, V Sundstedt - ACM Transactions on Computing for …, 2022 - dl.acm.org
Virtual reality, augmented reality, and mixed reality (VR/AR/MR) as information and
communication technologies have been recognised and implemented in healthcare in …

Born to Run, Programmed to Play: Map** the Extended Reality Exergames Landscape

S Karaosmanoglu, S Cmentowski, LE Nacke… - Proceedings of the …, 2024 - dl.acm.org
Many people struggle to exercise regularly, raising the risk of serious health-related issues.
Extended reality (XR) exergames address these hurdles by combining physical exercises …

Toward understanding the design of intertwined human–computer integrations

FF Mueller, N Semertzidis, J Andres… - ACM Transactions on …, 2023 - dl.acm.org
Human–computer integration is an HCI trend in which computational machines can have
agency, ie, take control. Our work focuses on a particular form of integration in which the …

Full-body motion-based game interaction for older adults

K Gerling, I Livingston, L Nacke… - Proceedings of the SIGCHI …, 2012 - dl.acm.org
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life
expectancy. Full-body motion-control games provide an opportunity for these adults to …

Implementing embodied learning in the classroom: Effects on children's memory and language skills

P Kosmas, A Ioannou, P Zaphiris - Educational Media International, 2019 - Taylor & Francis
The relationship among bodily movements, cognitive abilities, and academic achievement in
children is receiving considerable attention in the research community. The embodied …

Uncomfortable interactions

S Benford, C Greenhalgh, G Giannachi… - Proceedings of the …, 2012 - dl.acm.org
We argue for deliberately and systematically creating uncomfortable interactions as part of
powerful cultural experiences. We identify the potential benefits of uncomfortable …

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 …

Serious games in prevention and rehabilitation—a new panacea for elderly people?

J Wiemeyer, A Kliem - European Review of Aging and Physical Activity, 2012 - Springer
Digital games cannot only be used for fun and entertainment. The term “serious games”(SG)
denotes digital games serving serious purposes like education, training, advertising …

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 …