2021
Lu, Chien; Buruk, Oğuz; Hassan, Lobna; Nummenmaa, Timo; Peltonen, Jaakko
"Switch" Up Your Exercise: An Empirical Analysis of Online User Discussion of the Ring Fit Adventure Exergame Proceedings Article
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 70-79, CEUR-WS, 2021, ISSN: 1613-0073.
Abstract | Links | Tags: Adoption, Exergames, Fitness, Gameful experience, Gamification, Technology, Wearables
@inproceedings{Lu2021,
title = {"Switch" Up Your Exercise: An Empirical Analysis of Online User Discussion of the Ring Fit Adventure Exergame},
author = {Chien Lu and Oğuz Buruk and Lobna Hassan and Timo Nummenmaa and Jaakko Peltonen},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202108176589},
issn = {1613-0073},
year = {2021},
date = {2021-04-07},
urldate = {2021-04-07},
booktitle = {Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021},
pages = {70-79},
publisher = {CEUR-WS},
abstract = {Exercise games (exergames) gamify the activity of exercising and are a growing trend with a corresponding growing online community and culture. The hugely popular recent Ring fit Adventure exemplifies this and enables study of player's perceptions of the game and themselves in relation to exergaming and its community. We focus on a subreddit /r/RingFitAdventure. Topics ranging from social influences to design features are discovered. The implications of those topics to a variety of gamification notions are analyzed and discussed. The findings can facilitate and inspire future gamification design and research.},
keywords = {Adoption, Exergames, Fitness, Gameful experience, Gamification, Technology, Wearables},
pubstate = {published},
tppubtype = {inproceedings}
}
Thibault, Mattia; Buruk, Oğuz
Transhuman Faces in the Transurban City: Facial Recognition, Identity, Resistance Journal Article
In: Lexia, iss. 37-38, pp. 179-195, 2021, ISSN: 1720-5298.
Abstract | Links | Tags: Cyborg, Design, Machine-readable, Semiotics, Wearables
@article{Thibault2021,
title = {Transhuman Faces in the Transurban City: Facial Recognition, Identity, Resistance},
author = {Mattia Thibault and Oğuz Buruk},
url = {http://urn.fi/URN:NBN:fi:tuni-202110127530
},
doi = {10.4399/97888255385339},
issn = {1720-5298},
year = {2021},
date = {2021-01-01},
urldate = {2021-01-01},
journal = {Lexia},
issue = {37-38},
pages = {179-195},
abstract = {Images of Hong Kong protestors tearing down facial recognition towers to avoid being identified by the authorities started circulating online in September 2019, quickly becoming a symbol of the technological dimension of contemporary struggles against power. While, on the one hand, devices aiming at dissimulating faces from facial recognition systems are multiplying, on the other the COVID-19 pandemic has transformed surgical masks into some mainstream garment. Within the framework of transurbanism, the present paper aims at exploring the complex relations between faces, technology, and urban spaces with transhuman technologies and smart cities. Such relations highlight several key junctions: issues of identity and self-expression, problems of surveillance and strategies of resistance, semiospheric changes, and new frontiers for the writing and creation of the face.
},
keywords = {Cyborg, Design, Machine-readable, Semiotics, Wearables},
pubstate = {published},
tppubtype = {article}
}
2019
Harrer, Sabine; Nielsen, Simon; Jarnfelt, Patrick
Of Mice and Pants: Queering the Conventional Gamer Mouse for Cooperative Play Proceedings Article
In: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, pp. 1-11, ACM, 2019, ISBN: 9781450359719.
Abstract | Links | Tags: Computer mouse, Game design, Intersectionality, Queer game studies, Wearables
@inproceedings{Harrer2019,
title = {Of Mice and Pants: Queering the Conventional Gamer Mouse for Cooperative Play},
author = {Sabine Harrer and Simon Nielsen and Patrick Jarnfelt},
doi = {10.1145/3290607.3310431},
isbn = {9781450359719},
year = {2019},
date = {2019-05-02},
booktitle = {Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems},
pages = {1-11},
publisher = {ACM},
abstract = {Withing the fields of HCI and game design, conventional design practices have been criticised for perpetuating the status quo and marginalising users beyond the norm [11], [1], e.g. through genderized assumptions about user interaction [13]. To solve this problem of conservatism in HCI, one recommended strategy has been queering; the use of mischiveous, spaceful, and oblique design principles [13]. This contribution focuses on the conventional computer mouse within videogames as an example for a conventional input device optimised for a limited set of interactions. The article first reviews HCI discourses on the mouse within technology studies, game culture, and queer game studies. In these three domains, the mouse has been consistently reduced to its functionality as high-precision point-and-click device, constructing it as conservative seemingly hard-wired to cater to male-centred pleasures. We then discuss three experimental game design strategies to queer the mouse controller in The Undie Game, a cooperative wearable mouse-based installation game by the Copenhagen Game Collective. The Undie Game speculates about ways to confront and disrupt conventional expectations about gaming by fa''silly''tating interaction for two players who wear a mouse controller in their panties and collectively steer a 3D high definition tongue on screen to achieve a mutual highscore. By creating a social, silly, and potentially daunting play experience, The Undie Game reinterprets the affordances of the computer mouse to bring subjects like consent, failure, and ambiguity into the picture.},
keywords = {Computer mouse, Game design, Intersectionality, Queer game studies, Wearables},
pubstate = {published},
tppubtype = {inproceedings}
}
