IE'13 // The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death

"In preparing definitions and design guidelines within the aquatic domain with the intent to design unique exertion games that facilitate full-bodied play experiences we looked at the issue of Narcosis as one example of a complexity that is not normally considered in parallel land-based exertion games."

Pell & Mueller, 2013

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DESIGNING FOR DEPTH: UNDERWATER PLAY

Sarah Jane Pell & Florian 'Floyd' Mueller

Abstract

The underwater domain is an alluring 'other world', inviting of human-aquatic interactivity and bodily play and yet it is also an extreme environment as it is inhospitable to support human life without external air-supply. Playful interactions are therefore matters of life and death in the underwater domain. We correlated data on human-aquatic interactions and narcosis with a range of game design principals to produce a design pallet for digital underwater play from water level to 30m depth. We also present a proof-of-concept system called Gravity Well as an exemplary research tool. Through our work, we aim to inspire other researchers and designers to consider creating digital play in and under water.

IE'13 Pell & Mueller Graph A

IE'13 Pell & Mueller Graph B

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The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death

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doi 10.1145/2513002.2513036

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