This paper seeks to expand the understanding of gravity as a powerful but underexplored design resource for movement-based games and play. We examine how gravity has been utilized and manipulated in digital, physical, and mixed reality games and sports, considering five central and gravity-related facets of user experience: realism, affect, challenge, movement diversity, and sociality. For each facet, we suggest new directions for expanding the field of movement-based games and play, for example through novel combinations of physical and digital elements.Our primary contribution is a structured articulation of a novel point of view for designing games and interactions for the moving body. Additionally, we point out new research directions, and our conceptual framework can be used as a design tool. We demonstrate this in 1) creating and evaluating a novel gravity-based game mechanic, and 2) analyzing an existing movement-based game and suggesting future improvements.
The video showcase describes our efforts in developing a novel augmented climbing wall. Our system combines projected graphics on an artificial climbing wall and body tracking using computer vision technology. The system is intended for accelerating motor skill learning or to make monotonous parts of the training fun by adding relevant goals and encouraging social collaboration. Video shows six initial prototypes and lessons learned from testing them with intermediate and experienced climbers in a Wizard of Oz experiment.
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