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Fused Spectatorship redefines the traditional boundaries of digital gaming by utilizing Electrical Muscle Stimulation (EMS) to transform the spectator’s body into an active output medium. By actuating involuntary motor movements, the system allows users to loan bodily control to a computer, effectively bridging the gap between passive observation and active participation. This research, conducted with 12 participants across three distinct game environments, demonstrates that bodily engagement—rather than traditional input control—serves as a primary driver for immersive play. Findings indicate that users frequently struggle to distinguish between watching their hands perform actions and actively playing the games themselves, suggesting a fundamental shift in how agency is perceived during digital experiences.
The study identifies four distinct spectator archetypes—the Inquisitor, the Challenger, the Onlooker, and the Entertainer—each defined by varying levels of bodily awareness and comfort with relinquishing control. To optimize these interactions, designers must implement robust feedback loops, such as audio cues and hidden game results, to manage cognitive load and reduce ambiguity. Furthermore, the research establishes a continuum of spectator agency that ranges from traditional passive viewing to a state of symbiotic spectatorship, where players and spectators mutually influence the game state. This framework emphasizes the necessity of user-controlled safety overrides and transparent data practices to mitigate the ethical risks associated with delegating physical autonomy to technology.
Ultimately, this approach offers significant potential for expanding the scope of interactive entertainment and inclusive design. By blurring the binary between playing and watching, fused spectatorship fosters deeper emotional connections and social bonding. Beyond its immediate applications in gaming, the research suggests that these techniques hold promise for fields such as motor rehabilitation and assistive technology, where controlled bodily stimulation can enhance user engagement and physical awareness. Future development in this space must prioritize modularity and tailored feedback mechanisms to accommodate diverse user motivations and physical capabilities.
DiGRA · 2026