MOVE, PLAY, ENGAGE – A REAL-TIME MOTION CONTROLLED GAMING PLATFORM
MOVE, PLAY, ENGAGE - A REAL-TIME MOTION CONTROLLED GAMING PLATFORM
P Harish Kumar1, Ch. Gunalakshmi2, B Divya3, P Ruth Tejaswini4, U V S Kiran5
Department of IECT & MVGRCE(A)
Abstract - Traditional gaming systems rely on keyboards, controllers, or touch-based interfaces, which often encourage sedentary behavior and limit natural interaction. This paper presents VIBELY, a real-time motion-controlled gaming platform that enables users to control games using natural body movements captured through a standard webcam. The system integrates computer vision techniques using OpenCV and MediaPipe for pose detection and gesture recognition. Human body landmarks are detected in real time and mapped to game actions using a rule-based movement mapping mechanism. Multiple inter active games including Flappy Bird, Dinosaur Jump, Dance Game, and CopyCat Pose are implemented using the Pygame engine. The proposed platform eliminates the need for specialized hardware such as VR headsets or motion sensors, making motion-based gaming accessible and cost- effective. Experimental evaluation demonstrates responsive gameplay with stable real time performance. The system promotes physical engagement and has potential applications in entertainment, fitness training, rehabilitation, and interactive learning environments.
Key Words: —Motion Controlled Gaming, Computer Vision, MediaPipe, Gesture Recognition, OpenCV, Human Pose Detection