2020
DOI: 10.1145/3387167
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Designing Digital Vertigo Experiences

Abstract: Many people enjoy “vertigo” sensations caused by intense playful bodily activities such as spinning in circles, and riding fairground rides. Game scholar Caillois calls such experiences “vertigo play,” elucidating that these enjoyable activities are a result of confusion between sensory channels. In HCI, designers are often cautious to avoid deliberately causing sensory confusion in players, but we believe there is an opportunity to transition and extend Caillois’ thinking to the digital realm, allow… Show more

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Cited by 11 publications
(4 citation statements)
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“…For the circular channel, the actual motion distance parameter is the linear motion distance, which can be approximated by the specific directivity, recording method, and the linear motion corresponding to the linear motion. Since there is no visual difference in the rotation of the environment, the recorded data are the rotation angular velocity of the actual overall environment [20].…”
Section: Design Of the Experiments Based On Virtual Realitymentioning
confidence: 99%
“…For the circular channel, the actual motion distance parameter is the linear motion distance, which can be approximated by the specific directivity, recording method, and the linear motion corresponding to the linear motion. Since there is no visual difference in the rotation of the environment, the recorded data are the rotation angular velocity of the actual overall environment [20].…”
Section: Design Of the Experiments Based On Virtual Realitymentioning
confidence: 99%
“…This acceptance is in part due to the ethical reflections on the use of this approach [15,60], considering the impact on participants or as a research method. Discomfort has been deployed successfully in the design of digital games [57], exergames [26], and also about designing interactions with art objects [51]. Following HCI's lead of engaging critically with the diversity of human experience, discomfort has also been used to engage societal systematic and intergenerational tensions with transformative learning [59,60] or to reflect on the methods we use [66].…”
Section: Heritage and Hcimentioning
confidence: 99%
“…Benford et al [11] recognise the need to take us on journeys through discomfort and back again -a constantly uncomfortable experience may not be a pleasurable one -rather it is the journey that generates the thrill, from physical discomfort [15], to social discomfort [56] to "Horror Guilt and Shame" [32]. Soma designers have also engaged with this dimension, exploiting physical and social discomfort in pursuit of performative fun [87].…”
Section: Trajectories Through Soma Designed Experiences 51 Comfortable Vs Uncomfortablementioning
confidence: 99%