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Augmented Table-Top Role-Playing Game with Movement-Based Gameplay and Arm-Worn Devices

Published: 10 June 2017 Publication History

Abstract

Augmenting table-top role-playing games (TTRPG) is a trending subject in game research. Different objects and interaction modalities such as surface displays, tangible devices or interactive rooms are used for the augmentation of TTRPG. Still, usage of wearable devices and movement-based gameplay in such games is a rather underexplored area although they have a potential for enhancing the player experience according to the previous studies. To delve into this area, we developed a new interactive environment comprised of arm-worn devices and an augmented die. These devices, together with a new role-playing game system, facilitate movement-based gameplay which encourage players to enact their characters with their bodies. In this paper, we explained the specifications of this gaming environment and our demonstration setting.

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References

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Oăuz Turan Buruk and Oăuzhan Özcan. 2017. User Oriented Design Speculation and Implications for an Arm-Worn Wearable Device for Table-Top Role-Playing Games. DUXU.
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Cited By

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  • (2024)Why Larp? A Synthesis Article on Live Action Roleplay in Relation to HCI Research and PracticeACM Transactions on Computer-Human Interaction10.1145/368904531:5(1-35)Online publication date: 2-Sep-2024
  • (2024)DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication TechnologyProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642243(1-20)Online publication date: 11-May-2024
  • (2022)Socially Distanced Games: Exploring the Future Opportunities of Remote PlayExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558338(93-102)Online publication date: 2-Nov-2022
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  1. Augmented Table-Top Role-Playing Game with Movement-Based Gameplay and Arm-Worn Devices

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    Published In

    cover image ACM Conferences
    DIS '17 Companion: Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive Systems
    June 2017
    424 pages
    ISBN:9781450349918
    DOI:10.1145/3064857
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 10 June 2017

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    Author Tags

    1. PNPRPG
    2. TTRPG
    3. augmented games
    4. board games
    5. pen-and-paper
    6. role-playing games
    7. tabletop games
    8. tangible interaction
    9. wearable computing

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    June 10 - 14, 2017
    Edinburgh, United Kingdom

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    DIS '17 Companion Paper Acceptance Rate 107 of 487 submissions, 22%;
    Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

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    Cited By

    View all
    • (2024)Why Larp? A Synthesis Article on Live Action Roleplay in Relation to HCI Research and PracticeACM Transactions on Computer-Human Interaction10.1145/368904531:5(1-35)Online publication date: 2-Sep-2024
    • (2024)DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication TechnologyProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642243(1-20)Online publication date: 11-May-2024
    • (2022)Socially Distanced Games: Exploring the Future Opportunities of Remote PlayExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558338(93-102)Online publication date: 2-Nov-2022
    • (2021)Towards the Next Generation of Gaming WearablesProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445785(1-15)Online publication date: 6-May-2021
    • (2019)A design framework for playful wearablesProceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3337733(1-12)Online publication date: 26-Aug-2019
    • (2019)Designing 'True Colors'Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300263(1-14)Online publication date: 2-May-2019
    • (2018)Extracting Design Guidelines for Wearables and Movement in Tabletop Role-Playing Games via a Research Through Design ProcessProceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3174087(1-13)Online publication date: 21-Apr-2018
    • (2018)Designing Future Social Wearables with Live Action Role Play (Larp) DesignersProceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3174036(1-14)Online publication date: 21-Apr-2018
    • (2018)FireflyExtended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3170427.3186503(1-4)Online publication date: 20-Apr-2018
    • (2017)Designing Hybrid Games for Playful FabricationExtended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play10.1145/3130859.3131334(413-419)Online publication date: 15-Oct-2017
    • Show More Cited By

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