TY - GEN
T1 - Astaire
T2 - 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019
AU - Zhou, Zhuoming
AU - Segura, Elena Márquez
AU - Duval, Jared
AU - John, Michael
AU - Isbister, Katherine
N1 - Publisher Copyright:
© 2019 Copyright held by the owner/author(s).
PY - 2019/10/17
Y1 - 2019/10/17
N2 - Despite the growth of Virtual Reality (VR), the design space of collocated social play in VR remains narrow. Here we present Astaire, a collaborative hybrid VR dance game for two players sharing an HTC Vive VR system. The game resulted from a design research process using embodied design methods, and drawing upon concepts in HCI and Play Design, including social affordances, and asymmetric and interdependent play. Here we present insights from a study playtesting Astaire alongside two VR games that inspired ours: Keep Talking and Nobody Explodes (KTNE), and Audioshield. We examined players’ and spectators’ enjoyment, and interpersonal relationships, which were self-reported higher for Astaire. Using data from semi-structured interviews, we foreground design elements that impacted our participants’ play experience, grouped under the themes of balance of players’ roles, the physicality afforded by the game, and the social experience enabled. Our work contributes to opening the design space of hybrid collocated VR—through our game, we surface inspirational design concepts in HCI, and share design knowledge gained during our design process.
AB - Despite the growth of Virtual Reality (VR), the design space of collocated social play in VR remains narrow. Here we present Astaire, a collaborative hybrid VR dance game for two players sharing an HTC Vive VR system. The game resulted from a design research process using embodied design methods, and drawing upon concepts in HCI and Play Design, including social affordances, and asymmetric and interdependent play. Here we present insights from a study playtesting Astaire alongside two VR games that inspired ours: Keep Talking and Nobody Explodes (KTNE), and Audioshield. We examined players’ and spectators’ enjoyment, and interpersonal relationships, which were self-reported higher for Astaire. Using data from semi-structured interviews, we foreground design elements that impacted our participants’ play experience, grouped under the themes of balance of players’ roles, the physicality afforded by the game, and the social experience enabled. Our work contributes to opening the design space of hybrid collocated VR—through our game, we surface inspirational design concepts in HCI, and share design knowledge gained during our design process.
KW - Alternative controllers
KW - Asymmetrical play
KW - Collocated play
KW - Embodied sketching
KW - Gestural excess
KW - Hybrid VR
KW - MR
KW - Physicality
KW - Social play
KW - Social touch
KW - Spectatorship
KW - VR
UR - http://www.scopus.com/inward/record.url?scp=85074818302&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85074818302&partnerID=8YFLogxK
U2 - 10.1145/3311350.3347152
DO - 10.1145/3311350.3347152
M3 - Conference contribution
AN - SCOPUS:85074818302
T3 - CHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play
SP - 5
EP - 18
BT - CHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play
PB - Association for Computing Machinery, Inc
Y2 - 22 October 2019 through 25 October 2019
ER -