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A game consisting of 2 Wolves (blindfolded, in cyan) pursuing 3 Reindeer (holding a PlayStation Move controller each, in magenta). Taped markers (in green) indicate feeding grounds.  

A game consisting of 2 Wolves (blindfolded, in cyan) pursuing 3 Reindeer (holding a PlayStation Move controller each, in magenta). Taped markers (in green) indicate feeding grounds.  

Source publication
Conference Paper
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Games designed around digital bodily play involve bodily movement and expression to create engaging gameplay experiences. Most feedback in these games takes the form of visual stimuli. To explore the gameplay mechanics afforded by depriving players from these visual cues, we designed Reindeer & Wolves, a role-playing game where blindfolded players...

Context in source publication

Context 1
... Reindeer & Wolves, five players break into two groups; three players assume the roles of reindeer while the remain- ing two assume the roles of wolves (see Figure 1). The rein- deer are equipped with PlayStation Move controllers; these sensors detect movement and are coupled with RGB LEDs. ...

Citations

... Several existing games point to better explaining the role the lack of visual stimuli can have in predatory games (Finnegan et al., 2014, Tiab et al. 2016, the effect light can play in games played in the dark (Worm et al. 2019), and the benefits of interdependency between players in collaborative games (Abe and Isbister 2016) or even how augmented wearables can play a big role in shifting the dynamics and physical dependency of dodgeball specifically, democratizing the game (Nojima et al. 2015). However, we have yet to see an investigation of wearable lighting and dodgeball for play in lowlight conditions. ...
Conference Paper
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Predatory team games, such as dodgeball, have been played for centuries. This paper investigates what happens when such a game is augmented with motion sensitive lighting wearables and played in a dark environment. Looking at earlier adaptations of games as well as at the capabilities of the human body and the dynamics of predatory games we developed a new game, 'Sneaky Were-Bees', to explore the possible effects of a motion sensitive lighting wearable on the dynamics in a predatory team game. Through continuous playtesting the rules for the game, and functionality of the wearables were iteratively developed. In playtesting many interesting dynamics emerged in relation to how players attempted to identify and communicate with team members. Moreover, an in the dark predatory game seems to be much less dependent on physical prowess and more strategy based than un-augmented, traditional dodgeball. Altering a game this way sheds a new light on team dynamics and the ways a game such as dodgeball is played. These explorations are hoped to contribute to other attempts to understand the potential of adding digital technology to physical games and increasing the physicality of immersive digital experiencers.
... Reindeer and The Wolves is a digital movement based game that features two blindfold participants in physical pursuit of three other players. Obstructing the perceptual channel of sight appeared to release players to perform expressive bodily actions and vocalizations that might be considered prohibitively undignified under most other circumstances [3]. However we could discern little sign of embarrassment amongst participants and audience. ...
... A different path is sense deprivation, and a common sense to deprive players of is sight. Finnegan et al. [3] created the competitive, multiplayer, team-based game 'Reindeer & Wolves', where blindfolded wolves must catch seeing reindeer. The deprivation of sight can also be used as a factor in one-on-one competitive games, as was the case with 'Boy and Wolf' by Tiab et al. [13], where a blindfolded boy must catch a seeing 'wolf' (another player) with a loudspeaker on their head. ...
Conference Paper
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Physical games involving blindfolded players have a timeless appeal and the restricting of perceptual channels can be insightful for players and observers regarding embodied experience. Wireless, mobile and wearable technologies open up further opportunities for designing bodily play experiences through exploiting sensory deprivation. To better understand the potential for movement-based games in which vision and/or audio is restricted, we iteratively developed and play-tested a series of three to four player chasing games. Based on our tests, we suggest the importance of ambiguity, proximity, and freedom of movement to support designing sensory deprivation games.
... Jelly Stomp is a game where players have to submerge another move controller under water. 13 Several researchers have also created interesting games with these Move Controllers [92,93]. ...
Article
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In recent years, many different studies regarding Co-located Augmented Play-spaces (CAPs) have been published in a wide variety of conferences and journals. We present an overview. The work presented in these papers includes end user’s perspectives as well as researcher’s perspective. We place these within four aspects in this review: (1) Argumentation, the underlying reasons or the higher end goals to investigate interactive play from a user’s perspective, (2) Systems, the kind of systems that are created, this includes their intended use which fits the end user’s perspective, (3) Evaluation, the way in which the researchers evaluate the system, (4) Contribution, the goal of the studies from the researcher’s perspective; what does the study contribute to the research community. CAPs are often multimodal in nature; this survey pays attention to the multimodal characteristics in relation to all four aspects. This overview contributes a clearer view on the current literature, points out where new opportunities lie, and hands us the tools for what we think is important: bringing the end-user and research perspective together in intervention based evaluations. In short, this paper discusses CAPs: their past, the present, and the perspectives.
... Many movement-based games have recently explored using sound as an important aspect of game mechanics. This includes using audio to respond to a body's internal state [10], as feedback on body movement [5] and to reveal the location of opponents [4]. ...
Conference Paper
Full-text available
This paper describes an exertion gameplay mechanic involving player's partial control of their opponent's sound localization abilities. We developed this concept through designing and testing "The Boy and The Wolf" game. In this game, we combined deprivation of sight with a positional disparity between player bodily movement and sound. This facilitated intense gameplay supporting player creativity and spectator engagement. We use our observations and analysis of our game to offer a set of lessons learnt for designing engaging bodily play using disparity between sound and movement. Moreover, we describe our intended future explorations of this area.
... Hiding and Enhancing: Blinding players is an element of many games, ranging from children's games, such as Blind Man's Bluff to more recent exertion games, such as Reindeer & Wolves [25]. Knowledge of players' gaze point can be used to create blindness by hiding objects and obscuring the field of view. ...
Conference Paper
As eye trackers become cheaper, smaller, more robust, and more available, they finally leave research labs and enter the home environment. In this context, gaming arises as a promising application domain for eye interaction. The goal of this survey is to categorise the different ways in which the eyes can be incorporated into games and play in general as a resource for future design. We reviewed the literature on the topic, as well as other game prototypes that employ the eyes. We compiled a list of eye-enabled game mechanics and derived a taxonomy that classifies them according to the eye movements they involve, the input type they provide, and the game mechanics that they implement. Based on our findings we articulate the value of gaming for future HCI gaze research and outline a research program around eye interaction in gaming.
... The Muscle player's sensory deprivation (i.e. affecting the player's ability to move from one place to another, as the correct way is not always obvious) during game world navigation mechanic [43] provides a means of heightening spatial immersion, by having the player maneuver through a game world, unaware of the size and depth of that world. The game uses this heightened immersion to provide an exciting game-play experience, where the player navigating through the 3D world is constantly in the thrill of what lurks around the next corner. ...
Article
Full-text available
Amidst an ongoing debate surrounding the traditional dichotomy of whether video games are good or bad for children, in this paper we present Path of Trust, a novel, prosocial game that aims at helping children understand the importance of teamwork and learn how and when to express trustworthiness. We have created a colorful, non-violent digital game, in which children aged 7-10 can be exposed to prosocial content and develop specific prosocial attitudes, such as cooperation and trustworthiness, driven by the fact that video games with prosocial content can be used to improve social interactions. The game was designed to maintain an attractive and engaging nature, which is usually associated with games that are often vilified within social circles in terms of being packed with tons of action and violence. We conducted two separate studies to test our game’s modeling of prosocial behavior, which demonstrate the potential of the game as a tool for teaching important prosocial behavior to children.
... We model the expression of trustworthiness through a second set of game mechanics. Sensory Deprivation and Game World Navigation [10] affect the ability to move from one place to another, when the correct way is not always obvious. Spatial immersion is achieved and heightened by having the player maneuver through the game world while aware of the latter size and depth. ...
Conference Paper
Full-text available
In this paper, a two-player digital game is presented, that attempts to balance the exciting game content and story-driven elements mostly associated with games in the entertainment industry with a serious game agenda. The latter focuses on teaching children aged 7–10 the importance of understanding the benefits of cooperation as well as expressing trustworthiness. Gamification of Prosocial Theory has led to several game mechanics being redefined, in order to turn traditional games’ elements of competition into cooperation evaluation mechanisms. Using these mechanisms, children are called upon to adapt their gameplay behavior towards expressing prosociality and understanding each other’s needs. Our experiments solidify this concept, by showcasing promising indications on the game’s potential to help children understand when it is a good idea to adopt a prosocial behavior.
Book
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The INTERACT Conferences are an important platform for researchers and practitioners in the field of human-computer interaction (HCI) to showcase their work. They are organised biennially by the International Federation for Information Processing Technical Committee on Human–Computer Interaction (IFIP TC13), a committee of 30 member national societies and 9 Working Groups. The 17th IFIP TC13 International Conference on Human-Computer Interaction (INTERACT 2019) took place during 2-6 September 2019 in Paphos, Cyprus. The conference was held at the Coral Beach Hotel Resort, and was co-sponsored by the Cyprus University of Technology and Tallinn University, in cooperation with ACM and ACM SIGCHI. With an emphasis on inclusiveness, these conferences work to lower the barriers that prevent people in developing countries from participating in conferences. As a multidisciplinary field, HCI requires interaction and discussion among diverse people with different interests and backgrounds. This volume contains the Adjunct Proceedings to the 17th INTERACT Conference, and comprises a series of papers from the workshops. It follows the INTERACT Conference tradition of the publication of adjunct proceedings by a University Press which has a connection to the conference itself. This tradition has been established to enhance the outreach and reputation of the University Press chosen. For INTERACT 2019, both the Conference Program Chair, Dr Fernando Loizides, and the Adjunct Proceedings Chair of the conference, Dr Usashi Chatterjee, work at Cardiff University which is the home of Cardiff University Press.