Balance ninja: towards the design of digital vertigo games via galvanic vestibular stimulation

Byrne, Richard, Marshall, Joe and Mueller, Florian ‘Floyd’ (2016) Balance ninja: towards the design of digital vertigo games via galvanic vestibular stimulation. In: CHI Play 2016: 2016 Annual Symposium on Computer-Human Interaction in Play, Oct 16-19 2016, Austin, Texas, USA.

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Abstract

Vertigo – the momentary disruption of the stability of perception – is an intriguing game element that underlies many unique play experiences, such as spinning in circles as children to rock climbing as adults, yet vertigo is relatively unexplored when it comes to digital play. In this paper we explore the potential of Galvanic Vestibular Stimulation (GVS) as a game design tool for digital vertigo games. We detail the design and evaluation of a novel two player GVS game, Balance Ninja. From study observations and analysis of Balance Ninja (N=20), we present three design themes and six design strategies that can be used to aid game designers of future digital vertigo games. With this work we aim to highlight that vertigo can be a valuable digital game element that helps to expand the range of games we play.

Item Type: Conference or Workshop Item (Paper)
RIS ID: https://nottingham-repository.worktribe.com/output/823258
Additional Information: Published in CHI Play 2016: proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play. New York : ACM, 2016. 9781450344562
Keywords: Vertigo, Play, Ilinx, Movement-based games, Exertion games, Vestibular stimulation
Schools/Departments: University of Nottingham, UK > Faculty of Science > School of Computer Science
Depositing User: Marshall, Joseph
Date Deposited: 19 Jan 2017 13:01
Last Modified: 04 May 2020 18:16
URI: https://eprints.nottingham.ac.uk/id/eprint/39948

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