2009
DOI: 10.2139/ssrn.1354043
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Wii are Out of Control: Bodies, Game Screens and the Production of Gestural Excess

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Cited by 54 publications
(33 citation statements)
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“…Movement interfaces, such as Wiimote or Kinect, created a lot of excitement, but it has been notoriously difficult to design games and other applications for these platforms [5][6][7]. Likewise, we have seen an increased interest in virtual and augmented reality [8,9], but again, only few applications last past the initial excitement.…”
Section: Introductionmentioning
confidence: 99%
“…Movement interfaces, such as Wiimote or Kinect, created a lot of excitement, but it has been notoriously difficult to design games and other applications for these platforms [5][6][7]. Likewise, we have seen an increased interest in virtual and augmented reality [8,9], but again, only few applications last past the initial excitement.…”
Section: Introductionmentioning
confidence: 99%
“…As others have observed (Simon, 2009, van Best, 2011, indie game design follows a participatory-culture-like bricolage approach. Indies also make use of a bottom-up crafting approach to design and development, working from materials and skills that are ready-to-hand rather than beginning from user/player needs and use cases (Westecott, 2012).…”
Section: New Guiding Design Value: Technology-supported Play In a Socmentioning
confidence: 92%
“…There is extensive research and design literature to draw upon concerning the shaping of rich physical and social experiences in collocated games (e.g., Bianchi-Berthouze, 2013;Isbister, Karlesky, & Frye, 2012;Isbister, 2011;Isbister et al, 2011;Johansson et al, 2011;Lindley, Le Couteur, & Berthouze, 2008;Mueller et al, 2011;Mueller, Gibbs, & Vetere, 2010;Mueller & Isbister, 2014Simon, 2009. New technologies introduced within the last 10 years, such as movement sensors, have facilitated social and physical play, opening new markets and inspiring much research (Márquez Segura & Isbister, 2015).…”
Section: Introductionmentioning
confidence: 99%
“…Ash 2010;Crogan 2010;Giddings and Kennedy 2010;Giddings 2014;Simon 2009), and on videogame play as 'assemblages' of human and non-human actors (Taylor 2009;Banks 2014), demands that we do not limit our understanding of sensing, and kinaesthesia to the human players. Building on, but critiquing, the influence of the phenomenology of perception on-screen studies and game studies, I will explore the nature of human and non-human proprioception in everyday gameplay and ask how the sensing of gravity is distributed and achieved across the virtual and actual, software, hardware, nerves and perception, across human and non-human players.…”
Section: Introductionmentioning
confidence: 99%