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“Core” Experience




              exploring less obvious design approaches
                          to exercise games

      Dr. Doris C. Rusch, DePaul University: FROG 2011
Monday, November 7, 2011
goal: designing possibility spaces for playful
                explorations of the human condition




                                    +



Monday, November 7, 2011
depression
       addiction
         love




Monday, November 7, 2011
Monday, November 7, 2011
“physical play”: the first and most
                     immediate form of play




       “the playful child is the physical child”
(Lucia Capacchione: “Recovery of Your Inner Child”)
Monday, November 7, 2011
+

      how can we leverage physical play to explore the
                    human condition?

Monday, November 7, 2011
games as possibility spaces
Monday, November 7, 2011
aiming for more and more
                       fictional immersion
Monday, November 7, 2011
kinaesthetic mimicry:
                           blurring the boundaries
Monday, November 7, 2011
holy grail: immediacy
Monday, November 7, 2011
achievement unlocked?
Monday, November 7, 2011
which “fiction” fits the
                               technology?
Monday, November 7, 2011
simulating sports activities; sports metaphors

Monday, November 7, 2011
my quibble
                 • conceptually dull
                 • extreme focus on
                       physical concepts

                 • ignore symbolical
                       aspects of physical
                       play




Monday, November 7, 2011
in defense of current
                              exercise games
                 • some are great fun
                 • they may offer added
                       value: feedback,
                       instruction,
                       motivation.

                 • some fictions are really
                       cool and enable
                       experiences not easy to
                       have in real life.

                 • they are good for
                       videogame’s
                       reputation .
Monday, November 7, 2011
BUT:




Monday, November 7, 2011
why shouldn’t we explore less obvious design
                 approaches to exercise games?

what could an alternative to the simulation approach
                     look like?




Monday, November 7, 2011
it starts by asking:




                  what is thesymbolical potential of
                           “physical play”?
Monday, November 7, 2011
what is the experiential “core” of a
                         physical activity?
Monday, November 7, 2011
mind - body connection:

                       body: lifting physical, tangible weight




   mind: feeling capable of handling the burden (of
              whatever life throws at us)



Monday, November 7, 2011
body: coordinated movement, timing




                              mind: an exercise in trust and
                                        letting go


Monday, November 7, 2011
body: efficiency and speed




               mind: “owning” territory, empowerment to
               overcome (mental / emotional) obstacles


Monday, November 7, 2011
“exploring one’s
       body equates
     exploring one’s
         psyche”

     (Santiago, 2001,
           p.6)




Monday, November 7, 2011
the body goes through the motions.

       the mind provides the metaphors that make the
                    motions meaningful.

  to enable meaningful, physical play, exercise games
            could tap into these metaphors.




Monday, November 7, 2011
why does the simulation of real-life
                           physical activity not do the trick?




Monday, November 7, 2011
• because in exercise
                games, your attention is
                bound by whatever
                happens on screen.

          • the mind is busy buying
                into the sports
                metaphor and not free
                to focus on the images
                and associations that
                usually come up during
                a work-out.

          • the provided sports
                metaphors are not
                terribly insightful.



Monday, November 7, 2011
for an alternative approach, rethink metaphors
                       for exercise games.




                     let them be informed by the symbolical
                          potential of physical activities.

Monday, November 7, 2011
example: “Zombie Yoga”
                           (for Xbox Kinect)
Monday, November 7, 2011
abstract concept:
                                 Fear
Monday, November 7, 2011
physical activity: yoga
Monday, November 7, 2011
you find yourself in the
               middle of a Zombie outbreak
Monday, November 7, 2011
you have been bitten and the
              infection is slowly spreading inside
                               you.
Monday, November 7, 2011
• you need to find a
                       cure before you turn
                       into a Zombie!!

                 • every renewed
                       contact with Zombies
                       speeds up infection.

                 • you can fight, but
                       aggressive behavior
                       increases infection
                       speed.

                 • you have to overcome
                       your fears to win the
                       game.

Monday, November 7, 2011
become a warrior of
                                 light!
                 • each yoga pose you do
                       has a particular effect
                       in the game.

                 • e.g. warrior I: build
                       protective light
                       bubble around you

                 • warrior II: part the
                       horde




Monday, November 7, 2011
stand in tadasana



                               warrior I to
                             freeze Zombies



                           subway takes a turn


       Zombies get thrown to one side,
         but you are perfectly still in
                  tree pose.
Monday, November 7, 2011
heal through light meditation
Monday, November 7, 2011
the world in “Zombie Yoga” is an emotional
   landscape filled with fear, represented by Zombies.

     fear is also internal, represented by the infection.




Monday, November 7, 2011
by learning to deal with and command the
                     externalized fear, the inner fear
                          (infection) is healed.

                     The yoga poses are translated into
                  gameplay verbs that (mostly) represent
                  the intended inner effects of these poses.




Monday, November 7, 2011
Monday, November 7, 2011
sum up

                 • the “core” experience of physical play
                           integrates mind and body

                 • exercise games focus on the body
                 • conceptual potential remains
                           untapped
                 • include the mind, explore emotional
                           metaphors


Monday, November 7, 2011
thanks! questions?
                            drusch1@cdm.depaul.edu
Monday, November 7, 2011

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Core Experience by Doris C. Rusch - FROG2011

  • 1. “Core” Experience exploring less obvious design approaches to exercise games Dr. Doris C. Rusch, DePaul University: FROG 2011 Monday, November 7, 2011
  • 2. goal: designing possibility spaces for playful explorations of the human condition + Monday, November 7, 2011
  • 3. depression addiction love Monday, November 7, 2011
  • 5. “physical play”: the first and most immediate form of play “the playful child is the physical child” (Lucia Capacchione: “Recovery of Your Inner Child”) Monday, November 7, 2011
  • 6. + how can we leverage physical play to explore the human condition? Monday, November 7, 2011
  • 7. games as possibility spaces Monday, November 7, 2011
  • 8. aiming for more and more fictional immersion Monday, November 7, 2011
  • 9. kinaesthetic mimicry: blurring the boundaries Monday, November 7, 2011
  • 10. holy grail: immediacy Monday, November 7, 2011
  • 12. which “fiction” fits the technology? Monday, November 7, 2011
  • 13. simulating sports activities; sports metaphors Monday, November 7, 2011
  • 14. my quibble • conceptually dull • extreme focus on physical concepts • ignore symbolical aspects of physical play Monday, November 7, 2011
  • 15. in defense of current exercise games • some are great fun • they may offer added value: feedback, instruction, motivation. • some fictions are really cool and enable experiences not easy to have in real life. • they are good for videogame’s reputation . Monday, November 7, 2011
  • 17. why shouldn’t we explore less obvious design approaches to exercise games? what could an alternative to the simulation approach look like? Monday, November 7, 2011
  • 18. it starts by asking: what is thesymbolical potential of “physical play”? Monday, November 7, 2011
  • 19. what is the experiential “core” of a physical activity? Monday, November 7, 2011
  • 20. mind - body connection: body: lifting physical, tangible weight mind: feeling capable of handling the burden (of whatever life throws at us) Monday, November 7, 2011
  • 21. body: coordinated movement, timing mind: an exercise in trust and letting go Monday, November 7, 2011
  • 22. body: efficiency and speed mind: “owning” territory, empowerment to overcome (mental / emotional) obstacles Monday, November 7, 2011
  • 23. “exploring one’s body equates exploring one’s psyche” (Santiago, 2001, p.6) Monday, November 7, 2011
  • 24. the body goes through the motions. the mind provides the metaphors that make the motions meaningful. to enable meaningful, physical play, exercise games could tap into these metaphors. Monday, November 7, 2011
  • 25. why does the simulation of real-life physical activity not do the trick? Monday, November 7, 2011
  • 26. • because in exercise games, your attention is bound by whatever happens on screen. • the mind is busy buying into the sports metaphor and not free to focus on the images and associations that usually come up during a work-out. • the provided sports metaphors are not terribly insightful. Monday, November 7, 2011
  • 27. for an alternative approach, rethink metaphors for exercise games. let them be informed by the symbolical potential of physical activities. Monday, November 7, 2011
  • 28. example: “Zombie Yoga” (for Xbox Kinect) Monday, November 7, 2011
  • 29. abstract concept: Fear Monday, November 7, 2011
  • 31. you find yourself in the middle of a Zombie outbreak Monday, November 7, 2011
  • 32. you have been bitten and the infection is slowly spreading inside you. Monday, November 7, 2011
  • 33. • you need to find a cure before you turn into a Zombie!! • every renewed contact with Zombies speeds up infection. • you can fight, but aggressive behavior increases infection speed. • you have to overcome your fears to win the game. Monday, November 7, 2011
  • 34. become a warrior of light! • each yoga pose you do has a particular effect in the game. • e.g. warrior I: build protective light bubble around you • warrior II: part the horde Monday, November 7, 2011
  • 35. stand in tadasana warrior I to freeze Zombies subway takes a turn Zombies get thrown to one side, but you are perfectly still in tree pose. Monday, November 7, 2011
  • 36. heal through light meditation Monday, November 7, 2011
  • 37. the world in “Zombie Yoga” is an emotional landscape filled with fear, represented by Zombies. fear is also internal, represented by the infection. Monday, November 7, 2011
  • 38. by learning to deal with and command the externalized fear, the inner fear (infection) is healed. The yoga poses are translated into gameplay verbs that (mostly) represent the intended inner effects of these poses. Monday, November 7, 2011
  • 40. sum up • the “core” experience of physical play integrates mind and body • exercise games focus on the body • conceptual potential remains untapped • include the mind, explore emotional metaphors Monday, November 7, 2011
  • 41. thanks! questions? drusch1@cdm.depaul.edu Monday, November 7, 2011