examination of successful and
unsuccessful designed movement
mechanics with strategic prototyping and experimentation to isolate
moment-to-moment effects of particular movement characteristics
that have potential value in many
interaction contexts. We are using
this combined methodology in
several projects in the lab, across a
range of movement platforms.
September + October 2011
interactions
some designers craft very pleasurable and engaging movements,
and some do not. For example,
one dancing game might produce
exhilaration and joy, the other
tension and frustration, through
the qualities of the movements
that players have to perform over
and over. This leads us to believe
that articulating design principles
and guidelines for movement feel
should benefit game developers
themselves, by helping them to
codify and share their own successful techniques with one another.
We worked from the bottom up,
looking closely at the movements,
but also from the top down, looking for connections to known emotional effects of movement from
psychology and communication
research (see Isbister [ 8, 9] for more
detail on some of the research findings we’ve found useful). We also
coded the movements we observed
using a subset of a taxonomy that
has been used in past HCI work
(for example, Sundström [ 3]), Laban
Movement Analysis, which is based
on dance notation developed in the
early 20th century.
In parallel, we have taken up
the challenge of determining how
to isolate and evaluate the impact
of movement on how the player is
feeling. Games are complex media,
with many components (animation,
sound, and reward system, among
others) contributing to the overall
effect. We have been making use of
classic social science methodology
to create experiments in which we
can isolate and examine the influence of movement on players.
In our first study, we had par-
ticipants play Wii games that we
precharacterized as low-, medium-,
or high-movement games [ 10].
We rigged a simple self-report
system, in which the players
to quickly rate how they were
feeling after each round, using a
two-dimensional model of emo-
tion used for quite some time in
psychology (arousal: low versus
high energy, and valence: positive
versus negative). We also video-
taped the sessions and had multiple
coders score the amount of player
movement to verify that our low/
medium/high categorizations of
the games were in fact accurate
(Figure 1 is an example of the kind
of video record we analyzed). We
found that sheer volume of move-
ment led to higher self-reported
arousal level but did not change
the valence of the players’ emo-
tional states (they reported positive
feelings in all three conditions).
Demonstrating the Value of Feel
Outside Entertainment Gaming
Recognizing that some colleagues
are dubious of the value of caring
about movement feel outside of
pure entertainment, we have also
begun to demonstrate the value
of considering movement feel in
productivity/non-gaming contexts.
Our lab is a partner in the NYU
Games for Learning Institute, which
focuses on discovering and validating design patterns for building
effective learning games. As part
of this research, we have begun
looking at whether and how the
feel of movement mechanics can
actually contribute to learning.
Recent research has demonstrated that striking “high power”
poses for just two minutes leads to
changes in peoples’ biochemistry
(higher testosterone levels, lower
cortisone levels) as well as greater
risk tolerance when completing a
sample task directly afterward [ 12].
In essence, this research supports
the folk maxim that one should
pose as confident in order to feel
confident. What if we could leverage this fascinating phenomenon to
combat math anxiety?
We have built a research prototype math game called Scoop,
which allows students to practice
placing fractions on a number
line that they extend and contract
through broad arm movements
(see Figures 3a and 3b). Working in