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DiGRA
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Big Huggin' is a design case study and post-mortem by Lindsay D. Grace of American University, describing a digital game played with a custom 30-inch teddy bear controller that senses hug pressure and duration. The paper positions the game as the ninth title in the Critical Gameplay collection, a series of small, five-day-or-less projects built by a single developer to critique conventional game design assumptions. Its central argument is that affection is largely absent from digital play, that physical interfaces have become hard and sterile, and that affection-based game verbs can be fun and satisfying when tightly coupled to player goals. The game asks the player to hug the bear to help it rise above obstacles, rewarding well-timed, moderate hugs while penalizing excessive squeezing, and it avoids competitive elements such as non-player characters.
The development history traces three prototypes, from a pillow-and-Xbox-controller test, to a modified Logitech controller that proved too fragile after two days of public use, to a final foam-baffled version that the author reports can withstand more than 1,000 uses. The design rationale draws on the historical midway tradition of winning stuffed animals, the physical interfaces of early arcade cabinets, and comparable affection games such as Kiss Controller and Musical Embrace, which the author argues lack clear mappings between action and result.
The game was shown at roughly ten venues across three continents, including Artscape in Baltimore, CHI 2013 in Paris, and a Sao Paulo festival, and was informally trialed in a pediatric waiting room. Formal evaluation is limited: fewer than ten online surveys were completed, so the author acknowledges that feedback is anecdotal and uniformly positive. Attendance figures are organizer-reported, and the paper frames its contribution as a provocation about play potential rather than an empirically validated finding.
DiGRA · 2007