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Prototyping Augmented Traditional Games: Concept, Design and Case Studies

  • Tetsuo Yamabe
  • Takahiro Iwata
  • Takahiro Shichinohe
  • Tatsuo Nakajima
Part of the Lecture Notes in Computer Science book series (LNCS, volume 6646)

Abstract

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.

Keywords

Augmented traditional games entertainment computing tangible interaction design guideline 

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Copyright information

© Springer-Verlag Berlin Heidelberg 2011

Authors and Affiliations

  • Tetsuo Yamabe
    • 1
  • Takahiro Iwata
    • 1
  • Takahiro Shichinohe
    • 1
  • Tatsuo Nakajima
    • 1
  1. 1.Department of Computer Science and EngineeringWaseda UniversityJapan

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