Tetsuo Yamabe, Takahiro Iwata, Takahiro Shichinohe, and Tatsuo Nakajima, Prototyping Augmented Traditional Games: Concept, Design and Case Studies. In Proceedings of the Sixth International Conference on Grid and Pervasive Computing (GPC’11, full paper)
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Augmented Traditional Games Project Brief Introduction
1. Augmented Traditional Games Project
Tetsuo Yamabe
Distributed and Ubiquitous Computing Lab., Waseda University
2011 3 8
2. Concept
Augmented traditional game series aim at extending
the functionality of gaming to enhance UX, without
losing their original look-and-feel.
2011 3 8
4. Augmented game play
Hiroshi Ishii, Craig Wisneski, Julian Orbanes, Ben Chun, and Joe Paradiso. 1999.
PingPongPlus: design of an athletic-tangible interface for computer-supported
cooperative play. In Proc. of CHI '99.
2011 3 8
5. Work flow
Game environment
Sensing
Game Human
items players
Game logic
Feedback
Game event collation
recognition
Logging Preview
2011 3 8
6. Concentration Use cases
Support players
switching between in-
game tasks and
important secondary
factors.
Challenge
Stimulate and support
players in their own
creation of game
Adapted from “Steve Hinske and Marc
scenarios and pacing. Langheinrich. 2009. W41K: digitally
augmenting traditional game
environments. In Proc. of TEI '09”.
2011 3 8
7. Player Skills Use cases
Enable players’ skills to
be developed in a
flexible pace set by the
players.
Control
Enable players to
quickly get a picture of
the current status in the
game world. Adapted from “Steve Hinske and Marc
Langheinrich. 2009. W41K: digitally
augmenting traditional game
environments. In Proc. of TEI '09”.
2011 3 8
8. Immersion
Enable players to shift Use cases
focus between virtual
and physical parts
without loss of
immersion.
Social Interaction
Support and enable
possibilities for game
oriented, meaningful
and purposeful social
Adapted from “Steve Hinske and Marc
interaction within the Langheinrich. 2009. W41K: digitally
gaming system. augmenting traditional game
environments. In Proc. of TEI '09”.
2011 3 8
9. Clear Goals
Use cases
Support the players in
forming and
communicating their
own intermediate goals.
Rules
Make game state
accessible to players at
all times and report rule
violations immediately
and in an adequate Adapted from “Steve Hinske and Marc
way. Langheinrich. 2009. W41K: digitally
augmenting traditional game
environments. In Proc. of TEI '09”.
2011 3 8
10. Competition Use cases
Provide means to the
players for a smooth
engagement in a fair
competition.
(Quantifiable) Outcome
Keep score of the game
and allow players to
always inquire the
current score. Adapted from “Steve Hinske and Marc
Langheinrich. 2009. W41K: digitally
augmenting traditional game
environments. In Proc. of TEI '09”.
2011 3 8
11. Decisions
Allow players to make Use cases
decisions anytime and
give immediate
feedback by suitable
means.
Emotional Attachment
Provide the players with
a compelling
experience that
seamlessly combines
Adapted from “Steve Hinske and Marc
different media and Langheinrich. 2009. W41K: digitally
multimodal interactions. augmenting traditional game
environments. In Proc. of TEI '09”.
2011 3 8
15. Design issues
Seamless device integration to the game environment
Playfulness towards sustainable intrinsic motivation
Unobtrusive feedback with less cognitive load
Portable, handy, and robust setup for commercialization
Better understanding of the essentials of game mechanism
2011 3 8
16. Contact
Tetsuo Yamabe (PM)
Research associate, Waseda University
yamabe@dcl.info.waseda.ac.jp
2011 3 8