What are the challenges and rewards facing designers developing digital games using alternative input devices? How can these games engage participants and give them unique interactive experiences beyond the casualness of mini-games? In an attempt to answer these questions, I will describe the design process behind two physical gaming installations I am currently developing. First, some background. In 2005 I developed an interactive installation called MOVE in which participants were able to play through six different game modules: AVOID, CHASE, COLLECT, HIDE, THROW, and JUMP (see Figure 1a), each allowing players to prompt basic actions that avatars perform in…
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