TY - GEN
T1 - Prototyping augmented traditional games
T2 - 6th International Conference on Grid and Pervasive Computing, GPC 2011
AU - Yamabe, Tetsuo
AU - Iwata, Takahiro
AU - Shichinohe, Takahiro
AU - Nakajima, Tatsuo
PY - 2011/5/24
Y1 - 2011/5/24
N2 - 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.
AB - 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.
KW - Augmented traditional games
KW - design guideline
KW - entertainment computing
KW - tangible interaction
UR - http://www.scopus.com/inward/record.url?scp=79956189443&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=79956189443&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-20754-9_12
DO - 10.1007/978-3-642-20754-9_12
M3 - Conference contribution
AN - SCOPUS:79956189443
SN - 9783642207532
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 105
EP - 116
BT - Advances in Grid and Pervasive Computing - 6th International Conference, GPC 2011, Proceedings
Y2 - 11 May 2011 through 13 May 2011
ER -