Traditional games meet ICT: A case study on go game augmentation

Takahiro Iwata*, Tetsuo Yamabe, Mikko Polojärvi, Tatsuo Nakajima

*Corresponding author for this work

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

24 Citations (Scopus)

Abstract

While pervasive technologies explore new gaming styles, traditional games, such as cards and tabletop games are still appealing and have various irreplaceable flavors. We point out that tangible game objects and spatial interactions amplify emotional impacts in gaming; and the advantage cannot be reproduced in completely digitalized games. Thus we propose the concept of augmented traditional games, which aims at extending game features without losing original look-and-feel. In this paper, we introduce a case study on augmenting the game of Go. Our prototype supports several game modes, for example, a self-training mode for beginners. Based on an experimental study with the prototype, we discuss human factor issues in game design. We also suggest an augmentation framework for a wider range of traditional games as future work.

Original languageEnglish
Title of host publicationTEI'10 - Proceedings of the 4th International Conference on Tangible, Embedded, and Embodied Interaction
Pages237-240
Number of pages4
DOIs
Publication statusPublished - 2010
Event4th International Conference on Tangible, Embedded, and Embodied Interaction, TEI'10 - Cambridge, MA, United States
Duration: 2010 Jan 252010 Jan 27

Publication series

NameTEI'10 - Proceedings of the 4th International Conference on Tangible, Embedded, and Embodied Interaction

Conference

Conference4th International Conference on Tangible, Embedded, and Embodied Interaction, TEI'10
Country/TerritoryUnited States
CityCambridge, MA
Period10/1/2510/1/27

Keywords

  • Augmented reality
  • Entertainment computing
  • Tangible interaction

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Human-Computer Interaction
  • Software

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