Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games Model

Full-Body Interaction & Embodied InputGame UX & Player BehaviorGame Developers & DesignersAthletes & Fitness Enthusiasts

Title of the Paper

Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Game Model

Bibliographic Information

  • Subject Area: Human-Computer Interaction, Game Design, Social Fitness Games
  • Keywords: Fitness games, bodily interaction, social immersion, multiplayer game design, mixed reality, design space, game mechanics, multiplayer fitness experience, social game design, physical contact

Research Background and Problem Statement

  • What problems or challenges did the authors identify?

    • The design space for social fitness games remains limited, particularly in the area of multiplayer collaborative physical activity games.
    • Most existing fitness games tend to focus on single-player experiences, while multiplayer games often simply add competitive design elements (e.g., leaderboards), resulting in a lack of design depth.
    • There is a lack of intermediate-level knowledge in the field of digital game design specifically addressing bodily interaction and social interaction, which hinders systematic guidance for design innovation.
  • Why is this problem important?

    • Social interaction significantly enhances motivation, engagement, arousal, and social bonding, while joint training provides similar benefits.
    • Delving into the design potential of social fitness games can foster more immersive, interactive, and engaging physical activity experiences, thereby improving users' health and social connections.
  • Research Motivation and Related Work

    • The authors aim to explore and expand the design space to help other researchers and designers innovate further and create more possibilities for social fitness games.
    • This study draws on theoretical foundations from interaction design (IxD), human-computer interaction, and game design concerning social interaction and bodily movement.

Proposed Solution

  • What methods or solutions did the authors propose?

    • The authors proposed a design space model: the Immersive Social Fitness (ImSoFit) game model, to classify and guide the design of social fitness games.
    • They extended existing theoretical terms related to spatial arrangement and bodily orientation, introducing new formats of bodily interaction called "fsemi" and "fugal."
    • Using iterative design and Research through Design (RtD) methods, they developed a series of game concepts through brainstorming and physical sketching activities.
  • What is innovative about this solution?

    • The ImSoFit model provides a systematic approach to analyzing and designing social fitness games, focusing on dimensions such as game space, player interaction, and bodily movement.
    • The newly introduced formats ("fsemi" and "fugal") offer novel design tools for characterizing and designing bodily and social interactions.
    • The use of a lens analyzing designed, expected, and observed behaviors reveals the impact of design decisions on player behavior.
  • Implementation Steps

    1. Use existing fitness games as design materials (e.g., Sphery Racer) to generate innovative game concepts through brainstorming and physical sketching activities.
    2. Analyze and iteratively optimize the generated game concepts, demonstrating the application of the ImSoFit model.
    3. Invite users to participate in testing, using observation and interviews to further validate the design framework.

Research Outcomes

  • What specific outcomes were achieved?

    • A clearly categorized and systematic design space model was developed, demonstrating its utility in scientifically exploring and designing immersive multiplayer fitness games.
    • Multiple game design variants were proposed, including multiplayer collaborative versions, face-to-face interaction versions, and hand-holding versions, which successfully stimulated players' social interaction and physical engagement.
    • New forms of bodily movement and social interaction (e.g., "fsemi" and "fugal") were identified and documented, providing explanations for observed behavioral patterns.
  • How does it compare to existing solutions?

    • It explores the diverse elements of bodily and social interaction more systematically than existing single-player or single-layer game design theories.
    • The operationalized design framework not only facilitates analysis but also inspires design creativity, promoting design innovation.
    • It emphasizes user experience goals within the design space, balancing physical training, social connection, and entertainment.
  • What were the experimental or evaluation results?

    • Game testing results showed that players highly appreciated collaborative games (e.g., hand-holding variants), finding that these games enhanced team spirit, connection, and significantly increased the enjoyment of physical activity.
    • Face-to-face interaction game variants, though more challenging, provided players with enjoyable experiences of social interdependence.
    • The analytical lens revealed discrepancies between design expectations and actual player behaviors, offering specific suggestions for design optimization (e.g., adjusting game pace and reward mechanisms to balance fitness and social potential).
  • Limitations and Future Directions

    • Limitations: The model currently focuses on spatial state patterns supported by screen and motion-tracking technologies, and its applicability needs further validation in other game scenarios and technological contexts.
    • Future Directions:
      • Deepen the generative capacity of the model, encouraging broader design experiments to expand the design space.
      • Explore how to better balance fitness formats with social interaction to meet diverse user needs.
      • Investigate the model's compatibility with non-screen interactions or other technological platforms to promote cross-platform applications.

Quick Actions

Share

Share this page

ios_share

https://hci.top/en/papers/chi/47650/2021

AdRecommended

Learn AI Coding at CodeNow

open_in_newOpen DOI Link
DOI: https://doi.org/10.1145/3411764.3445592
At a Glance

Paper Snapshot

fact_check
dataset
Source
CHI
calendar_month
Year
2021
emoji_events
Award
No award tagged
group
Authors
5 authors
sell
Subtopics
Full-Body Interaction & Embodied Input, Game UX & Player Behavior
work
Professions
Game Developers & Designers, Athletes & Fitness Enthusiasts
article
Content Status
Full text indexed
hub
Related Papers
6 related papers