Playing with Yourself: How Electrical Muscle Stimulation Can Turn Your Body Into A Playful Interface

Imagine a game where your body is both the controller and the game. Our work explores how body-actuating technologies, such as Electrical Muscle Stimulation (EMS), transform the body into a playful interface, bridging physical and virtual worlds. While digital bodily games typically rely on external displays – creating a disconnect between the player’s body and the virtual experience – we introduce the “Body as a Play Material” approach, where players loan control of their body to a computer via EMS. Building on the idea of self-competition, we designed three games in which players face off against their own EMS-actuated hand. In a seven-day study (n=12), players embraced loaning bodily control, enjoyed the ambiguity of computer-controlled movements, and were captivated by their hand’s involuntary motions. By turning the body into a playful interface, this work opens new possibilities for interactive play that blurs boundaries between physical embodiment and virtual engagement.

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Publication Details

Published
2025-04-23
DOI
https://doi.org/10.1145/3706599.3721338
Primary Topic
Innovative Human-Technology Interaction
Type
article
Field-Weighted Citation Impact
0.00

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article

Playing with Yourself: How Electrical Muscle Stimulation Can Turn Your Body Into A Playful Interface

Elise van den Hoven, Xiang Li, Rakesh Patibanda, Florian Mueller et al.
Innovative Human-Technology Interaction
article

Playing with Yourself: How Electrical Muscle Stimulation Can Turn Your Body Into A Playful Interface

Elise van den Hoven, Xiang Li, Rakesh Patibanda, Florian Mueller, Aryan Saini, Yuzheng Chen
article en

Abstract

Imagine a game where your body is both the controller and the game. Our work explores how body-actuating technologies, such as Electrical Muscle Stimulation (EMS), transform the body into a playful interface, bridging physical and virtual worlds. While digital bodily games typically rely on external displays – creating a disconnect between the player’s body and the virtual experience – we introduce the “Body as a Play Material” approach, where players loan control of their body to a computer via EMS. Building on the idea of self-competition, we designed three games in which players face off against their own EMS-actuated hand. In a seven-day study (n=12), players embraced loaning bodily control, enjoyed the ambiguity of computer-controlled movements, and were captivated by their hand’s involuntary motions. By turning the body into a playful interface, this work opens new possibilities for interactive play that blurs boundaries between physical embodiment and virtual engagement.

University of Technology Sydney (AU), University of Cambridge (GB), Monash University (AU), Lancaster University (GB), Eindhoven University of Technology (NL)
Australian Research Council
Openalex Percentile: Top 93%
Innovative Human-Technology Interaction
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