{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,7,16]],"date-time":"2026-07-16T01:46:55Z","timestamp":1784166415953,"version":"3.55.0"},"reference-count":111,"publisher":"Association for Computing Machinery (ACM)","issue":"3","license":[{"start":{"date-parts":[[2017,5,10]],"date-time":"2017-05-10T00:00:00Z","timestamp":1494374400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"funder":[{"DOI":"10.13039\/501100000923","name":"Australian Research Council","doi-asserted-by":"crossref","award":["DP110101304 8 LP130100743"],"award-info":[{"award-number":["DP110101304 8 LP130100743"]}],"id":[{"id":"10.13039\/501100000923","id-type":"DOI","asserted-by":"crossref"}]}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["ACM Trans. Comput.-Hum. Interact."],"published-print":{"date-parts":[[2017,6,30]]},"abstract":"<jats:p>\n            While exertion games facilitate, and benefit from, social play, most exertion games merely support players acting independently. To help designers explore the richness of social play in exertion games, we present the design dimension \u201cbodily interplay\u201d that gives critical focus to how players\u2019 bodies interact with one another. We offer two broad categories of bodily interplay\u2014\n            <jats:italic>parallel<\/jats:italic>\n            and\n            <jats:italic>interdependent play<\/jats:italic>\n            \u2014to explain how exertion games can facilitate independent and offensive\/defensive-type experiences. These categories can be applied to both the physical and virtual space, and by looking at all permutations of these categories, we articulate four ways of coupling the spaces: comparative, actuated, derived, and projected coupling. This article illustrates the inspirational power of the dimensions by applying them to the analysis of four exertion games. Altogether, we articulate a vocabulary that can guide designers in the creation of social exertion games, helping players profit from the many benefits of exertion.\n          <\/jats:p>","DOI":"10.1145\/3064938","type":"journal-article","created":{"date-parts":[[2017,5,10]],"date-time":"2017-05-10T18:08:53Z","timestamp":1494439733000},"page":"1-41","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":67,"title":["Designing for Bodily Interplay in Social Exertion Games"],"prefix":"10.1145","volume":"24","author":[{"given":"Florian \u2018Floyd\u2019","family":"Mueller","sequence":"first","affiliation":[{"name":"RMIT University, Melbourne, Australia"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Martin R.","family":"Gibbs","sequence":"additional","affiliation":[{"name":"University of Melbourne, Melbourne, Australia"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-3727-9204","authenticated-orcid":false,"given":"Frank","family":"Vetere","sequence":"additional","affiliation":[{"name":"University of Melbourne, Melbourne, Australia"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Darren","family":"Edge","sequence":"additional","affiliation":[{"name":"Microsoft Research, Cambridge, UK"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"320","published-online":{"date-parts":[[2017,5,10]]},"reference":[{"key":"e_1_2_1_1_1","doi-asserted-by":"publisher","DOI":"10.1007\/BF01135607"},{"key":"e_1_2_1_2_1","doi-asserted-by":"publisher","DOI":"10.1177\/0146167203029007002"},{"key":"e_1_2_1_3_1","doi-asserted-by":"publisher","DOI":"10.1177\/1555412007310810"},{"key":"e_1_2_1_4_1","doi-asserted-by":"publisher","DOI":"10.1007\/s00779-009-0264-1"},{"key":"e_1_2_1_5_1","doi-asserted-by":"publisher","DOI":"10.1145\/223904.223935"},{"key":"e_1_2_1_6_1","doi-asserted-by":"publisher","DOI":"10.1145\/240080.240196"},{"key":"e_1_2_1_7_1","doi-asserted-by":"publisher","DOI":"10.1145\/292834.292836"},{"key":"e_1_2_1_8_1","doi-asserted-by":"publisher","DOI":"10.1145\/2207676.2208347"},{"key":"e_1_2_1_9_1","doi-asserted-by":"publisher","DOI":"10.1145\/1057237.1057239"},{"key":"e_1_2_1_10_1","doi-asserted-by":"publisher","DOI":"10.1113\/jphysiol.1993.sp019923"},{"key":"e_1_2_1_11_1","volume-title":"Persuasive Games: Wii's Revolution is in the Past.","author":"Bogost I.","year":"2006","unstructured":"I. Bogost . 2006 . Persuasive Games: Wii's Revolution is in the Past. Retrieved from http:\/\/www.seriousgamessource.com\/features\/feature_112806_wii_1.php. I. Bogost. 2006. Persuasive Games: Wii's Revolution is in the Past. Retrieved from http:\/\/www.seriousgamessource.com\/features\/feature_112806_wii_1.php."},{"key":"e_1_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.7551\/mitpress\/5334.001.0001"},{"key":"e_1_2_1_13_1","doi-asserted-by":"publisher","DOI":"10.1037\/0033-2909.94.2.265"},{"key":"e_1_2_1_14_1","unstructured":"J. E. Brand P. Lorentz and T. Mathew. 2014. Digital Australia 2014. Retrieved from http:\/\/www.igea.net\/wp-content\/uploads\/2013\/11\/Digital-Australia-2014-DA14.pdf.  J. E. Brand P. Lorentz and T. Mathew. 2014. Digital Australia 2014. Retrieved from http:\/\/www.igea.net\/wp-content\/uploads\/2013\/11\/Digital-Australia-2014-DA14.pdf."},{"key":"e_1_2_1_15_1","doi-asserted-by":"publisher","DOI":"10.4324\/9780203465257"},{"key":"e_1_2_1_16_1","doi-asserted-by":"publisher","DOI":"10.1145\/1460563.1460603"},{"key":"e_1_2_1_17_1","doi-asserted-by":"publisher","DOI":"10.1007\/s00779-004-0267-x"},{"key":"e_1_2_1_18_1","doi-asserted-by":"publisher","DOI":"10.1098\/rsbl.2009.0670"},{"key":"e_1_2_1_19_1","doi-asserted-by":"publisher","DOI":"10.1145\/1371216.1371221"},{"key":"e_1_2_1_20_1","doi-asserted-by":"publisher","DOI":"10.1145\/2441776.2441799"},{"key":"e_1_2_1_21_1","volume-title":"Where the Action is: The Foundations of Embodied Interaction","author":"Dourish P.","unstructured":"P. Dourish . 2001a. Where the Action is: The Foundations of Embodied Interaction . MIT Press , Boston, MA . P. Dourish. 2001a. Where the Action is: The Foundations of Embodied Interaction. MIT Press, Boston, MA."},{"key":"e_1_2_1_22_1","volume-title":"Where the Action is: The Foundations of Embodied Interaction","author":"Dourish P.","unstructured":"P. Dourish . 2001b. Where the Action is: The Foundations of Embodied Interaction . MIT Press , Boston, MA , 167. P. Dourish. 2001b. Where the Action is: The Foundations of Embodied Interaction. MIT Press, Boston, MA, 167."},{"key":"e_1_2_1_23_1","doi-asserted-by":"publisher","DOI":"10.1145\/240080.240193"},{"key":"e_1_2_1_24_1","doi-asserted-by":"publisher","DOI":"10.1145\/1124772.1124834"},{"key":"e_1_2_1_25_1","unstructured":"G. S. Elias R. Garfield K. R. Gutschera and P. Whitley. 2012a. Characteristics of Games. MIT Press 37.   G. S. Elias R. Garfield K. R. Gutschera and P. Whitley. 2012a. Characteristics of Games. MIT Press 37."},{"key":"e_1_2_1_26_1","unstructured":"G. S. Elias R. Garfield K. R. Gutschera and P. Whitley. 2012b. Characteristics of Games. MIT Press Preface xiii.   G. S. Elias R. Garfield K. R. Gutschera and P. Whitley. 2012b. Characteristics of Games. MIT Press Preface xiii."},{"key":"e_1_2_1_27_1","unstructured":"G. S. Elias R. Garfield K. R. Gutschera and P. Whitley. 2012c. Characteristics of Games. MIT Press 38.   G. S. Elias R. Garfield K. R. Gutschera and P. Whitley. 2012c. Characteristics of Games. MIT Press 38."},{"key":"e_1_2_1_28_1","doi-asserted-by":"publisher","DOI":"10.1145\/1520340.1520748"},{"key":"e_1_2_1_29_1","unstructured":"Entertainment Software Association. 2015. Essential Facts About the Computer and Video Game Industry. Retrieved from http:\/\/www.theesa.com\/wp-content\/uploads\/2015\/04\/ESA-Essential-Facts-2015.pdf.  Entertainment Software Association. 2015. Essential Facts About the Computer and Video Game Industry. Retrieved from http:\/\/www.theesa.com\/wp-content\/uploads\/2015\/04\/ESA-Essential-Facts-2015.pdf."},{"key":"e_1_2_1_30_1","volume-title":"How Do You Design for The Joy Of Movement? In Plei-Plei","author":"Fernaeus Y.","unstructured":"Y. Fernaeus . 2012. How Do You Design for The Joy Of Movement? In Plei-Plei . PPP Company Ltd ., 122--129. Y. Fernaeus. 2012. How Do You Design for The Joy Of Movement? In Plei-Plei. PPP Company Ltd., 122--129."},{"key":"e_1_2_1_31_1","unstructured":"Fitbit. 2012. Fitbit. Retrieved from http:\/\/fitbit.com.  Fitbit. 2012. Fitbit. Retrieved from http:\/\/fitbit.com."},{"key":"e_1_2_1_32_1","volume-title":"Proceedings of Workshop on Physicality. 2--3","author":"Fogtmann M. H.","year":"2007","unstructured":"M. H. Fogtmann . 2007 . Kinesthetic empathy interaction -- Exploring the possibilities of psychomotor abilities in interaction design . In Proceedings of Workshop on Physicality. 2--3 September 2007, Lancaster University, UK. Retrieved from http:\/\/www.interactivespaces.net\/data\/uploads\/papers\/18.pdf. M. H. Fogtmann. 2007. Kinesthetic empathy interaction -- Exploring the possibilities of psychomotor abilities in interaction design. In Proceedings of Workshop on Physicality. 2--3 September 2007, Lancaster University, UK. Retrieved from http:\/\/www.interactivespaces.net\/data\/uploads\/papers\/18.pdf."},{"key":"e_1_2_1_33_1","doi-asserted-by":"publisher","DOI":"10.1145\/1517744.1517770"},{"key":"e_1_2_1_34_1","unstructured":"J. Frost S. Wortham and R. Reifel. 2008. Play and Child Development. Characteristics of Social Play. Retrieved from http:\/\/www.education.com\/reference\/article\/characteristics-social-play\/.  J. Frost S. Wortham and R. Reifel. 2008. Play and Child Development. Characteristics of Social Play. Retrieved from http:\/\/www.education.com\/reference\/article\/characteristics-social-play\/."},{"key":"e_1_2_1_35_1","volume-title":"Game Design Workshop. In Gama Network Series (2nd ed.: A Playcentric Approach to Creating Innovative Games ed. 54)","author":"Fullerton T.","unstructured":"T. Fullerton , C. Swain , and S. Hoffman . 2004 . Game Design Workshop. In Gama Network Series (2nd ed.: A Playcentric Approach to Creating Innovative Games ed. 54) . Morgan Kaufmann. T. Fullerton, C. Swain, and S. Hoffman. 2004. Game Design Workshop. In Gama Network Series (2nd ed.: A Playcentric Approach to Creating Innovative Games ed. 54). Morgan Kaufmann."},{"key":"e_1_2_1_36_1","doi-asserted-by":"publisher","DOI":"10.1145\/1358628.1358814"},{"key":"e_1_2_1_37_1","doi-asserted-by":"publisher","DOI":"10.1136\/bmj.39415.632951.80"},{"key":"e_1_2_1_38_1","doi-asserted-by":"publisher","DOI":"10.5555\/1241958.1241969"},{"key":"e_1_2_1_39_1","doi-asserted-by":"publisher","DOI":"10.1007\/BF01434994"},{"key":"e_1_2_1_40_1","unstructured":"M. Hagger and N. Chatzisarantis. 2005. Social Psychology of Exercise and Sport. Open University Press Bershire England 177.  M. Hagger and N. Chatzisarantis. 2005. Social Psychology of Exercise and Sport. Open University Press Bershire England 177."},{"key":"e_1_2_1_41_1","volume-title":"The Hidden Dimension","author":"Hall E. T.","unstructured":"E. T. Hall . 1969. The Hidden Dimension . Anchor Books , New York . E. T. Hall. 1969. The Hidden Dimension. Anchor Books, New York."},{"key":"e_1_2_1_42_1","doi-asserted-by":"publisher","DOI":"10.1145\/1054972.1055081"},{"key":"e_1_2_1_43_1","doi-asserted-by":"publisher","DOI":"10.1145\/289444.289496"},{"key":"e_1_2_1_44_1","first-page":"31","article-title":"Touching a stranger: Designing for engaging experience in embodied interaction","volume":"5","author":"Hobye M.","year":"2011","unstructured":"M. Hobye and J. L\u00f6wgren . 2011 . Touching a stranger: Designing for engaging experience in embodied interaction . International Journal of Design 5 , 3 (2011), 31 -- 48 . M. Hobye and J. L\u00f6wgren. 2011. Touching a stranger: Designing for engaging experience in embodied interaction. International Journal of Design 5, 3 (2011), 31--48.","journal-title":"International Journal of Design"},{"key":"e_1_2_1_45_1","doi-asserted-by":"publisher","DOI":"10.1145\/2362364.2362371"},{"key":"e_1_2_1_46_1","doi-asserted-by":"publisher","DOI":"10.1145\/2493432.2493518"},{"key":"e_1_2_1_47_1","doi-asserted-by":"publisher","DOI":"10.1007\/s00779-006-0135-y"},{"key":"e_1_2_1_48_1","unstructured":"IAAF. 2012. IAAF Competition Rules 2012--2013. Retrieved from http:\/\/www.iaaf.net\/mm\/Document\/06\/28\/26\/ 62826_PDF_English.pdf.  IAAF. 2012. IAAF Competition Rules 2012--2013. Retrieved from http:\/\/www.iaaf.net\/mm\/Document\/06\/28\/26\/ 62826_PDF_English.pdf."},{"key":"e_1_2_1_49_1","volume-title":"Enabling Social Play: A Framework for Design and Evaluation","author":"Isbister K.","unstructured":"K. Isbister . 2010. Evaluating User Experience in Games . In Enabling Social Play: A Framework for Design and Evaluation . R. Bernhaupt (Ed.). Springer , London , 11--22. K. Isbister. 2010. Evaluating User Experience in Games. In Enabling Social Play: A Framework for Design and Evaluation. R. Bernhaupt (Ed.). Springer, London, 11--22."},{"key":"e_1_2_1_50_1","doi-asserted-by":"crossref","unstructured":"P. Jeffrey and G. Mark. 1999. Social Navigation of Information Space. Navigating the virtual landscape: Co-ordinating the shared use of space. Springer 112--131.  P. Jeffrey and G. Mark. 1999. Social Navigation of Information Space. Navigating the virtual landscape: Co-ordinating the shared use of space. Springer 112--131.","DOI":"10.1007\/978-1-4471-0837-5_7"},{"key":"e_1_2_1_51_1","volume-title":"Proceedings of Design Research Society Conference. Montreal (Quebec), Canada.","author":"Joost G.","unstructured":"G. Joost and F. Hemmert . 2010. In touch with representation: Iconic, indexical and symbolic signification in tangible user interfaces . In Proceedings of Design Research Society Conference. Montreal (Quebec), Canada. Retrieved from http:\/\/www.designresearchsociety.org\/docs-procs\/DRS2010\/PDF\/058.pdf. G. Joost and F. Hemmert. 2010. In touch with representation: Iconic, indexical and symbolic signification in tangible user interfaces. In Proceedings of Design Research Society Conference. Montreal (Quebec), Canada. Retrieved from http:\/\/www.designresearchsociety.org\/docs-procs\/DRS2010\/PDF\/058.pdf."},{"key":"e_1_2_1_52_1","volume-title":"Half-real: Video Games Between Real Rules and Fictional Worlds","author":"Juul J.","unstructured":"J. Juul . 2005. Half-real: Video Games Between Real Rules and Fictional Worlds . MIT Press . J. Juul. 2005. Half-real: Video Games Between Real Rules and Fictional Worlds. MIT Press."},{"key":"e_1_2_1_53_1","volume-title":"A Casual Revolution: Reinventing Video Games and Their Players","author":"Juul J.","unstructured":"J. Juul . 2009. A Casual Revolution: Reinventing Video Games and Their Players . MIT Press, Boston , MA. J. Juul. 2009. A Casual Revolution: Reinventing Video Games and Their Players. MIT Press, Boston, MA."},{"key":"e_1_2_1_54_1","article-title":"Music in sport and exercise: An update on research and application","volume":"11","author":"Karageorghis C.","year":"2008","unstructured":"C. Karageorghis and D. L. Priest . 2008 . Music in sport and exercise: An update on research and application . The Sport Journal 11 , 3 (2008). C. Karageorghis and D. L. Priest. 2008. Music in sport and exercise: An update on research and application. The Sport Journal 11, 3 (2008).","journal-title":"The Sport Journal"},{"key":"e_1_2_1_55_1","unstructured":"R. Koster. 2011. Social Mechanics for Social Games. Retrieved from http:\/\/www.raphkoster.com\/wp-content\/uploads\/2011\/02\/Koster_Social_Social-mechanics_GDC2011.pdf.  R. Koster. 2011. Social Mechanics for Social Games. Retrieved from http:\/\/www.raphkoster.com\/wp-content\/uploads\/2011\/02\/Koster_Social_Social-mechanics_GDC2011.pdf."},{"key":"e_1_2_1_56_1","doi-asserted-by":"publisher","DOI":"10.1542\/peds.2006-1087"},{"key":"e_1_2_1_57_1","volume-title":"Proceedings of OZCHI\u201904","author":"Larssen A.","unstructured":"A. Larssen , L. Loke , T. Robertson , J. Edwards , and A. Sydney . 2004. Understanding movement as input for interaction\u2014A study of two eyetoy games . In Proceedings of OZCHI\u201904 . Wollongong, Australia. A. Larssen, L. Loke, T. Robertson, J. Edwards, and A. Sydney. 2004. Understanding movement as input for interaction\u2014A study of two eyetoy games. In Proceedings of OZCHI\u201904. Wollongong, Australia."},{"key":"e_1_2_1_58_1","unstructured":"J. Lehrer. 2006. How the Nintendo Wii Will Get You Emotionally Invested in Video Games. Seedmagazine.com. Brain 8 Behavior. Retrieved from http:\/\/www.seedmagazine.com\/news\/2006\/11\/a_console_to_make_you_wiip.php.  J. Lehrer. 2006. How the Nintendo Wii Will Get You Emotionally Invested in Video Games. Seedmagazine.com. Brain 8 Behavior. Retrieved from http:\/\/www.seedmagazine.com\/news\/2006\/11\/a_console_to_make_you_wiip.php."},{"key":"e_1_2_1_59_1","doi-asserted-by":"publisher","DOI":"10.1145\/1357054.1357136"},{"key":"e_1_2_1_60_1","doi-asserted-by":"publisher","DOI":"10.1007\/s00779-006-0132-1"},{"key":"e_1_2_1_61_1","doi-asserted-by":"publisher","DOI":"10.1145\/2442106.2442113"},{"key":"e_1_2_1_62_1","doi-asserted-by":"publisher","DOI":"10.1145\/1858171.1858250"},{"key":"e_1_2_1_63_1","unstructured":"K. MacDonald. 2014. Motion-Controlled Gaming is Flailing. Retrieved from http:\/\/www.kotaku.com.au\/ 2014\/05\/motion-controlled-video-games-are-over\/.  K. MacDonald. 2014. Motion-Controlled Gaming is Flailing. Retrieved from http:\/\/www.kotaku.com.au\/ 2014\/05\/motion-controlled-video-games-are-over\/."},{"key":"e_1_2_1_64_1","doi-asserted-by":"publisher","DOI":"10.1123\/pes.19.3.334"},{"key":"e_1_2_1_65_1","doi-asserted-by":"publisher","DOI":"10.1145\/1124772.1124926"},{"key":"e_1_2_1_66_1","volume-title":"Resistance to Exercise: A Social Analysis of Inactivity","author":"McElroy M.","year":"2010","unstructured":"M. McElroy . 2002. Resistance to Exercise: A Social Analysis of Inactivity . Human Kinetics Publishers , Champaign, IL . Microsoft. 2010 . Xbox Kinect. Retrieved from http:\/\/www.xbox.com\/en-US\/kinect. M. McElroy. 2002. Resistance to Exercise: A Social Analysis of Inactivity. Human Kinetics Publishers, Champaign, IL. Microsoft. 2010. Xbox Kinect. Retrieved from http:\/\/www.xbox.com\/en-US\/kinect."},{"key":"e_1_2_1_67_1","volume-title":"KinAesthetic Movement Interaction: Designing for the Pleasure of Motion. Unpublished Dissertation","author":"Moen J.","unstructured":"J. Moen . 2006. KinAesthetic Movement Interaction: Designing for the Pleasure of Motion. Unpublished Dissertation . Stockholm , KTH, Numerical Analysis and Computer Science . J. Moen. 2006. KinAesthetic Movement Interaction: Designing for the Pleasure of Motion. Unpublished Dissertation. Stockholm, KTH, Numerical Analysis and Computer Science."},{"key":"e_1_2_1_68_1","doi-asserted-by":"publisher","DOI":"10.5555\/1717294"},{"key":"e_1_2_1_69_1","doi-asserted-by":"publisher","DOI":"10.1145\/1520340.1520527"},{"key":"e_1_2_1_70_1","doi-asserted-by":"publisher","DOI":"10.1145\/642611.642709"},{"key":"e_1_2_1_71_1","doi-asserted-by":"publisher","DOI":"10.1145\/1978942.1979330"},{"key":"e_1_2_1_72_1","doi-asserted-by":"publisher","DOI":"10.1145\/1517744.1517772"},{"key":"e_1_2_1_73_1","doi-asserted-by":"publisher","DOI":"10.1145\/1518701.1518938"},{"key":"e_1_2_1_74_1","doi-asserted-by":"publisher","DOI":"10.1145\/2540930.2540937"},{"key":"e_1_2_1_75_1","doi-asserted-by":"publisher","DOI":"10.1145\/1240866.1241045"},{"key":"e_1_2_1_76_1","doi-asserted-by":"publisher","DOI":"10.1145\/2598510.2598532"},{"key":"e_1_2_1_77_1","doi-asserted-by":"publisher","DOI":"10.1145\/2207676.2208322"},{"key":"e_1_2_1_78_1","doi-asserted-by":"publisher","DOI":"10.1145\/1836135.1836145"},{"key":"e_1_2_1_79_1","doi-asserted-by":"publisher","DOI":"10.1145\/1866029.1866062"},{"key":"e_1_2_1_80_1","doi-asserted-by":"publisher","DOI":"10.1145\/1240624.1240752"},{"key":"e_1_2_1_81_1","unstructured":"Nike+. 2015. Retrieved from https:\/\/en.wikipedia.org\/w\/index.php?title&equals;Nike%2B8oldid&equals;695694167.  Nike+. 2015. Retrieved from https:\/\/en.wikipedia.org\/w\/index.php?title&equals;Nike%2B8oldid&equals;695694167."},{"key":"e_1_2_1_83_1","unstructured":"Nintendo. 2006. Wii. Retrieved from http:\/\/wii.nintendo.com.  Nintendo. 2006. Wii. Retrieved from http:\/\/wii.nintendo.com."},{"key":"e_1_2_1_84_1","volume-title":"Video Game Spaces: Image, Play, and Structure in 3D Worlds","author":"Nitsche M.","unstructured":"M. Nitsche . 2009. Video Game Spaces: Image, Play, and Structure in 3D Worlds . The MIT Press, Boston , MA. M. Nitsche. 2009. Video Game Spaces: Image, Play, and Structure in 3D Worlds. The MIT Press, Boston, MA."},{"key":"e_1_2_1_85_1","doi-asserted-by":"publisher","DOI":"10.1145\/1240624.1240708"},{"key":"e_1_2_1_86_1","doi-asserted-by":"publisher","DOI":"10.1037\/h0074524"},{"key":"e_1_2_1_87_1","volume-title":"The Play Observation Scale.","author":"Rubin K.","year":"2001","unstructured":"K. Rubin . 2001. The Play Observation Scale. Retrieved from http:\/\/www.rubin-lab.umd.edu\/Coding Schemes\/POS Coding Scheme 2001 .pdf. K. Rubin. 2001. The Play Observation Scale. Retrieved from http:\/\/www.rubin-lab.umd.edu\/Coding Schemes\/POS Coding Scheme 2001.pdf."},{"key":"e_1_2_1_88_1","unstructured":"K. Salen and E. Zimmerman. 2003a. Rules of Play: Game Design Fundamentals. The MIT Press Boston MA.   K. Salen and E. Zimmerman. 2003a. Rules of Play: Game Design Fundamentals. The MIT Press Boston MA."},{"key":"e_1_2_1_89_1","unstructured":"K. Salen and E. Zimmerman. 2003b. Rules of Play: Game Design Fundamentals. The MIT Press Boston MA 594.   K. Salen and E. Zimmerman. 2003b. Rules of Play: Game Design Fundamentals. The MIT Press Boston MA 594."},{"key":"e_1_2_1_90_1","doi-asserted-by":"publisher","DOI":"10.1145\/1226969.1226975"},{"key":"e_1_2_1_91_1","doi-asserted-by":"publisher","DOI":"10.1145\/2470654.2466461"},{"key":"e_1_2_1_92_1","doi-asserted-by":"publisher","DOI":"10.1007\/1-84628-062-1_1"},{"key":"e_1_2_1_93_1","volume-title":"Proceedings of Workshop on Whole-Body Interactions at International Conference on Human Factors in Computing Systems (CHI\u201910)","author":"Sheridan J.","unstructured":"J. Sheridan and F. Mueller . 2010. Fostering kinesthetic literacy through exertion games . In Proceedings of Workshop on Whole-Body Interactions at International Conference on Human Factors in Computing Systems (CHI\u201910) . Atlanta. J. Sheridan and F. Mueller. 2010. Fostering kinesthetic literacy through exertion games. In Proceedings of Workshop on Whole-Body Interactions at International Conference on Human Factors in Computing Systems (CHI\u201910). Atlanta."},{"key":"e_1_2_1_94_1","unstructured":"M. Slater and M. Usoh. 1994. Body centred interaction in immersive virtual environments. Artificial Life and Virtual Reality 1 (1994) 125--148.  M. Slater and M. Usoh. 1994. Body centred interaction in immersive virtual environments. Artificial Life and Virtual Reality 1 (1994) 125--148."},{"key":"e_1_2_1_95_1","unstructured":"Sony. 2010. Playstation Move. Retrieved from http:\/\/us.playstation.com\/ps3\/playstation-move\/.  Sony. 2010. Playstation Move. Retrieved from http:\/\/us.playstation.com\/ps3\/playstation-move\/."},{"key":"e_1_2_1_96_1","doi-asserted-by":"publisher","DOI":"10.1145\/778712.778724"},{"key":"e_1_2_1_97_1","unstructured":"Tacx. 2009. Tacx Virtual Reality. Retrieved from http:\/\/www.tacxvr.com.  Tacx. 2009. Tacx Virtual Reality. Retrieved from http:\/\/www.tacxvr.com."},{"key":"e_1_2_1_98_1","doi-asserted-by":"publisher","DOI":"10.1145\/1718918.1718969"},{"key":"e_1_2_1_99_1","doi-asserted-by":"publisher","DOI":"10.2307\/1412188"},{"key":"e_1_2_1_100_1","unstructured":"T. Tucker. 2006. Tetris Weightlifting. Retrieved from http:\/\/www.tetrisweightlifting.com\/.  T. Tucker. 2006. Tetris Weightlifting. Retrieved from http:\/\/www.tetrisweightlifting.com\/."},{"key":"e_1_2_1_101_1","doi-asserted-by":"publisher","DOI":"10.1145\/1718918.1718983"},{"key":"e_1_2_1_102_1","doi-asserted-by":"publisher","DOI":"10.1145\/1518701.1518940"},{"key":"e_1_2_1_103_1","doi-asserted-by":"publisher","DOI":"10.1080\/19346182.2008.9648483"},{"key":"e_1_2_1_104_1","first-page":"53","article-title":"The nature and classification of games","volume":"10","author":"Vossen D. P.","year":"2004","unstructured":"D. P. Vossen . 2004 . The nature and classification of games . Avante 10 , 1 (2004), 53 -- 68 . D. P. Vossen. 2004. The nature and classification of games. Avante 10, 1 (2004), 53--68.","journal-title":"Avante"},{"key":"e_1_2_1_105_1","doi-asserted-by":"publisher","DOI":"10.1145\/1347390.1347431"},{"key":"e_1_2_1_106_1","unstructured":"R. S. Weinberg and D. Gould. 2006. Foundations of Sport and Exercise Psychology. Human Kinetics Champaign IL.  R. S. Weinberg and D. Gould. 2006. Foundations of Sport and Exercise Psychology. Human Kinetics Champaign IL."},{"key":"e_1_2_1_107_1","unstructured":"Wikipedia Contributors. 2015. Kinect Adventures&excl; Retrieved from http:\/\/en.wikipedia.org\/w\/index.php?title&equals;Kinect_Adventures&excl;8oldid&equals;577747109.  Wikipedia Contributors. 2015. Kinect Adventures&excl; Retrieved from http:\/\/en.wikipedia.org\/w\/index.php?title&equals;Kinect_Adventures&excl;8oldid&equals;577747109."},{"key":"e_1_2_1_108_1","unstructured":"Wikipedia Contributors. 2012. Kinect Sports. Retrieved from http:\/\/en.wikipedia.org\/wiki\/Kinect_Sports.  Wikipedia Contributors. 2012. Kinect Sports. Retrieved from http:\/\/en.wikipedia.org\/wiki\/Kinect_Sports."},{"key":"e_1_2_1_109_1","doi-asserted-by":"publisher","DOI":"10.1145\/1864431.1864449"},{"key":"e_1_2_1_110_1","volume-title":"Designing for the Pleasures of Disputation -or- How to Make Friends by Trying to Kick Them&excl","author":"Wilson D.","unstructured":"D. Wilson . 2012. Designing for the Pleasures of Disputation -or- How to Make Friends by Trying to Kick Them&excl ; Unpublished Dissertation, IT University of Copenhagen . D. Wilson. 2012. Designing for the Pleasures of Disputation -or- How to Make Friends by Trying to Kick Them&excl; Unpublished Dissertation, IT University of Copenhagen."},{"key":"e_1_2_1_111_1","unstructured":"WirHabenFun. 2011. Wii FAIL Accidents. Retrieved from http:\/\/www.youtube.com\/watch?v&equals;VVUMMorJTC8.  WirHabenFun. 2011. Wii FAIL Accidents. Retrieved from http:\/\/www.youtube.com\/watch?v&equals;VVUMMorJTC8."},{"key":"e_1_2_1_112_1","doi-asserted-by":"publisher","DOI":"10.1145\/1328202.1328232"}],"container-title":["ACM Transactions on Computer-Human Interaction"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3064938","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3064938","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T19:05:20Z","timestamp":1750273520000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3064938"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2017,5,10]]},"references-count":111,"journal-issue":{"issue":"3","published-print":{"date-parts":[[2017,6,30]]}},"alternative-id":["10.1145\/3064938"],"URL":"https:\/\/doi.org\/10.1145\/3064938","relation":{},"ISSN":["1073-0516","1557-7325"],"issn-type":[{"value":"1073-0516","type":"print"},{"value":"1557-7325","type":"electronic"}],"subject":[],"published":{"date-parts":[[2017,5,10]]},"assertion":[{"value":"2014-10-01","order":0,"name":"received","label":"Received","group":{"name":"publication_history","label":"Publication History"}},{"value":"2017-02-01","order":1,"name":"accepted","label":"Accepted","group":{"name":"publication_history","label":"Publication History"}},{"value":"2017-05-10","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}