Physical movement is becoming increasingly important when it comes to digital games, taking games beyond gamepad, joystick and mouse & keyboard interactions. We call these movement-based games, meaning digital games where the game outcome is to some extent informed by gross-motor bodily movement (think Kinect, Wiimote and Move controller-based games, but also location-based and fitness games on mobile phones) .
It is challenging to design great movement-based games, and there has been so far little guidance for aspiring movement game designers. This leaves the design process to trial and error, meaning designers may be wasting time trying out strategies that do not work so well. To remedy this, we have put together this set of design guidelines for movement-based games. These are based on our own experience, on research we have done on movement-based games, and on game designers' expert opinions we gained through interviews about these guidelines.
The guidelines are like rules in any creative field: of course you can also break them, but first, you need to know them before you can break them.
These guidelines are free to use for anyone, for designing and teaching, but please help by acknowledging the source. If these guidelines have helped you or you have more examples and suggestions, please share by adding comments. You can also contact us directly at firstname.lastname@example.org.