1. A method of electronic gaming, the method comprising; representing a human game player with a machine-readable model configured for adjustment into a plurality of different poses; receiving an observed depth image of the human game player from a source; rasterizing the machine-readable model of the human game player into a synthesized depth image; adjusting a pose of the machine-readable model based, at least in part, on differences between the observed depth image and the synthesized depth image by applying one or more forces to force-receiving locations of the machine-readable model and allowing the machine-readable model to move responsive to such forces; and using the pose of the machine-readable model, as adjusted, as a parameter to affect an element of game play.