Proceedings of the 2013 ACM International Joint Conference on Pervasive and Ubiquitous Computing 2013
DOI: 10.1145/2493432.2493518
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Musical embrace

Abstract: Socially awkward experiences are often looked upon as something to be avoided. However, examples from the non-digital entertainment domain suggest that social awkwardness can also facilitate engaging experiences. Yet there has been little research into exploring social awkwardness in digital games. In response, we present Musical Embrace, a digital game that promotes close physical proximity through the use of a novel pillow-like controller to facilitate socially awkward play between strangers. Through our obs… Show more

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Cited by 29 publications
(8 citation statements)
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“…Our analysis [19] revealed a trajectory through the digital play experience, beginning with the entering into Body Interaction DIS 2014, June 21-25, 2014, Vancouver, BC, Canada the public zone where the unique pillow-controller piques interest, the finding of co-players in the social zone, the beginning of play in the personal zone, culminating in focused play in the intimate zone, with players breaking the social norm of hugging a stranger.…”
Section: Proxemics In Gamesmentioning
confidence: 97%
See 2 more Smart Citations
“…Our analysis [19] revealed a trajectory through the digital play experience, beginning with the entering into Body Interaction DIS 2014, June 21-25, 2014, Vancouver, BC, Canada the public zone where the unique pillow-controller piques interest, the finding of co-players in the social zone, the beginning of play in the personal zone, culminating in focused play in the intimate zone, with players breaking the social norm of hugging a stranger.…”
Section: Proxemics In Gamesmentioning
confidence: 97%
“…By engaging with such a process, we believe we are able to paint a picture of proxemics and digital play that is abstract in nature yet close to design practice. The first game that we investigate is Musical Embrace [18][19][20], a two-player game that benefits from being played in front of an audience. It engages primarily with the intimate zone by motivating players (that are preferably strangers) to hug a shared pillow-like controller together in order to advance in the game (Fig.…”
Section: Proxemics In Gamesmentioning
confidence: 99%
See 1 more Smart Citation
“…Benford and colleagues [2] argue there is value to be had from such experiences, whether through entertaining or enlightening users, or creating opportunities for social bonding. Building on this line of research, work in the area of games has explored physical or social forms of discomfort [8,10,17]; alongside psychological forms of discomfort caused by horror games [14,27,28]. There have also been some initial steps towards exploring emotional discomfort and when this may lead to positive or negative player experience [22].…”
Section: Introductionmentioning
confidence: 99%
“…Considering the use of play as a method for design, the group discussed the way in which play lowers the stakes and provides a social frame that permits doing "the embarrassing." This was also a design quality that the group at the RMIT was exploring at the time (see, e.g., Huggard et al, 2013).…”
Section: Post-session Discussionmentioning
confidence: 99%