Waggling the Form Baton: Analyzing Body-Movement-Based Design Patterns in Nintendo Wii Games, Toward Innovation of New Possibilities for Social and Emotional Experience

Part of the Human-Computer Interaction Series book series (HCIS)


This chapter describes research conducted to analyze and better understand what is compelling about particular body-movement-based design patterns in Nintendo Wii games, towards innovating new possibilities for social and emotional experience with movement-based games and other interactive experiences. The authors analyzed games from diverse genres, to generate a bottom-up set of dimensions and characteristics of the mechanics, that can help build a foundation for heightening social and emotional engagement and enjoyment through design of novel mechanics, and/or through combining and extending successful existing mechanics. Key findings include the prevalence of kinesthetic mimicry, the value of whole body versus piecemeal movement, tensions between precision and loose movement in design, and the value of using Laban’s dimensions of Effort as a lens through which to understand which sorts of movement patterns are more engaging.


Game Play Movement Mechanic Button Press Emotional Engagement Play Session 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


  1. 1.
    Bianchi-Berthouze, N., Kim, W.W., Patel, D.: Does body movement engage you more in digital game play? And why? In: Proceedings of the International Conference of Affective Computing and Intelligent Interaction, LNCS 4738, pp. 102–113, Lisboa (Sept 2007)Google Scholar
  2. 2.
    Bogost, I.: Persuasive Games: The Expressive Power of Videogames. MIT Press, Cambridge (2007)Google Scholar
  3. 3.
    Fluegelman, A. (ed.): The New Games Book: Play Hard Play Fair Nobody Hurt. Doubleday, New York (1976)Google Scholar
  4. 4.
    Hatfield, E., Cacioppo, J.T., Rapson, R.L.: Emotional Contagion. Cambridge University Press, Cambridge (1994)Google Scholar
  5. 5.
  6. 6.
    Isbister, K.: Better Game Characters by Design: A Psychological Approach. Morgan Kaufmann, San Francisco (2006)Google Scholar
  7. 7.
    Isbister, K., Straus, R., Ash, J.: Wriggle! Creating a platform for dynamic and expressive social-emotional play. Presented at CHI Workshop on Supple Interaction, San Jose (2007)Google Scholar
  8. 8.
    Juul, J.: A Casual Revolution: Reinventing Video Games and Their Players. MIT Press, Cambridge (2009)Google Scholar
  9. 9.
    Kalning, K.: Meet the man behind the Wii: Nintendo’s Shigeru Miyamoto talks about the console’s success. MSNBC, July 17, 2008, downloaded 23 Oct 2008. http://www.msnbc.msn.com/id/25710005/(2008)
  10. 10.
    Lindley, S., Le Couteur, J., Bianchi-Berthouze, N.: Stirring up experience through movement in game play: effects on engagement and social behaviour. In: CHI 2008 Proceedings, pp. 511–514, Florence (2008)Google Scholar
  11. 11.
    Loke, L., Larssen, A.T., Robertson, T., Edwards, J.: Understanding movement for interaction design: frameworks and approaches. Pers. Ubiquit. Comput. 11(8), 691–701 (2007)CrossRefGoogle Scholar
  12. 12.
    Peirce, C., Fullerton, T., Fron, J., Morie, J.F.: Sustainable play: toward new games movement for the digital age. Game Cult. 2, 261–278 (2007)CrossRefGoogle Scholar
  13. 13.
    Santiago, K.: I am more than my thumb: a body-based interface experiment seeking to engage the entire body, using the game ‘cloud’. Masters in Fine Arts, thesis submitted to the Interactive Media Division, School of Cinema-Television (May 2006)Google Scholar
  14. 14.
    Strack, F., Martin, L.L., Stepper, S.: Inhibiting and facilitating conditions of the human smile: a nonobtrusive test of the facial feedback hypothesis. J. Pers. Soc. Psychol. 54, 768–776 (1988)CrossRefGoogle Scholar
  15. 15.
    Sundström, P., Ståhl, A., Höök, K.: In situ informants exploring an emotional mobile messaging system in their everyday practice. In a special issue of IJHCS Eval. Affective Interfaces 65(4), 388–403 (2007)Google Scholar
  16. 16.
    Voida, A., Carpendale, S., Greenberg, S.: The individual and the group in console gaming. Proc. CSCW 2010, 371–380 (2010)Google Scholar

Copyright information

© Springer-Verlag London Limited 2011

Authors and Affiliations

  1. 1.NYU-Poly, Six Metrotech CenterBrooklynUSA

Personalised recommendations