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The Power to Play When There is No Power

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Part of the book series: Gaming Media and Social Effects ((GMSE))

Abstract

Electrical power is the lifeblood of digital play. Without electricity, the devices on which digital play depends cease to function and thus disrupt the engagement of the player with game. While such disruptions are normally disruptive to the “flow” of a game, they can be quite constructive when taken into account in the design of the game. In this chapter, we discuss the notion of power/no power games, that is, games specifically designed to provide engaging play experiences under power and no power conditions. We provide an initial blue print for the design of such games and present early findings from play tests conducted with the proof of concept games we have developed to explore this notion.

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Notes

  1. 1.

    https://developer.apple.com/technologies/mac/graphics-and-animation.html.

  2. 2.

    http://reactivision.sourceforge.net/.

  3. 3.

    http://inventame.org/.

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Acknowledgments

The authors would like to thank Clara Martins, Joana Gomes, Sofia Gomes, Monique Park, Rui Branco, and Ishwor Hamal for their help in conducting the Puppets Duets field studies.

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Correspondence to Yoram Chisik .

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Chisik, Y., Chen, M., Ibanez, J. (2015). The Power to Play When There is No Power. In: Nijholt, A. (eds) More Playful User Interfaces. Gaming Media and Social Effects. Springer, Singapore. https://doi.org/10.1007/978-981-287-546-4_3

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  • DOI: https://doi.org/10.1007/978-981-287-546-4_3

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-287-545-7

  • Online ISBN: 978-981-287-546-4

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