Prototyping augmented traditional games: Concept, design and case studies

Tetsuo Yamabe*, Takahiro Iwata, Takahiro Shichinohe, Tatsuo Nakajima

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)


Traditional game augmentation aims at adding new value and playful features to a traditional game with keeping its original look-and-feel. Players can concentrate on playing the game as usual, without paying extra attention to the service. Context monitoring enables to automatically record game events so that players can review a gaming process, strategy and excited scenes after game finishes, for example. Multimodal feedback also provides supporting information to understand the mechanism of games e.g., visualize threatened territories where beginner players tend to fail to notice. Moreover, players can dynamically and seamlessly turn on and off such pervasive gaming features while gaming. In this paper, we develop the concept of augmented traditional games with two case studies: Augmented Go and EmoPoker. We also report the preliminary user study results with implicating future work.

Original languageEnglish
Title of host publicationAdvances in Grid and Pervasive Computing - 6th International Conference, GPC 2011, Proceedings
Number of pages12
Publication statusPublished - 2011 May 24
Event6th International Conference on Grid and Pervasive Computing, GPC 2011 - Oulu, Finland
Duration: 2011 May 112011 May 13

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume6646 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349


Conference6th International Conference on Grid and Pervasive Computing, GPC 2011


  • Augmented traditional games
  • design guideline
  • entertainment computing
  • tangible interaction

ASJC Scopus subject areas

  • Theoretical Computer Science
  • Computer Science(all)


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