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W41K: digitally augmenting traditional game environments

Published: 16 February 2009 Publication History

Abstract

Augmented game environments use unobtrusively embedded technology to augment traditional games with virtual information and novel interaction capabilities. This article establishes and discusses a set of guidelines for designing and implementing such environments, based on our experiences in creating digital augmentations of existing play environments. We suggest a two-step process comprised of game flow virtualization and physical artifact augmentation to create augmented game environments based on existing table top games. We will then demonstrate how these guidelines can be put to practice by presenting the augmented version of a miniature war game.

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  • (2019)Modelling Augmented Congklak using Cycle of Digital Augmentation Method2019 7th International Conference on Information and Communication Technology (ICoICT)10.1109/ICoICT.2019.8835293(1-6)Online publication date: Jul-2019
  • (2018)Using pervasive games as learning tools in educational contextsInternational Journal of Learning Technology10.1504/IJLT.2018.09209413:2(93-114)Online publication date: 1-Jan-2018
  • (2018)Companion - A Software Toolkit for Digitally Aided Pen-and-Paper Tabletop RoleplayingAdjunct Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology10.1145/3266037.3266097(48-50)Online publication date: 11-Oct-2018
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cover image ACM Other conferences
TEI '09: Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
February 2009
407 pages
ISBN:9781605584935
DOI:10.1145/1517664
Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Microsoft Research (USA)
  • Microsoft Research Cambridge (UK)
  • Nokia (Finland)
  • Microsoft Hardware (USA)

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 16 February 2009

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Author Tags

  1. augmented game environment
  2. design guidelines
  3. digital augmentation
  4. pervasive computing

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Overall Acceptance Rate 393 of 1,367 submissions, 29%

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Cited By

View all
  • (2019)Modelling Augmented Congklak using Cycle of Digital Augmentation Method2019 7th International Conference on Information and Communication Technology (ICoICT)10.1109/ICoICT.2019.8835293(1-6)Online publication date: Jul-2019
  • (2018)Using pervasive games as learning tools in educational contextsInternational Journal of Learning Technology10.1504/IJLT.2018.09209413:2(93-114)Online publication date: 1-Jan-2018
  • (2018)Companion - A Software Toolkit for Digitally Aided Pen-and-Paper Tabletop RoleplayingAdjunct Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology10.1145/3266037.3266097(48-50)Online publication date: 11-Oct-2018
  • (2017)Pervasive gamesProceedings of the XVIII International Conference on Human Computer Interaction10.1145/3123818.3123832(1-4)Online publication date: 25-Sep-2017
  • (2016)Lowering the threshold and raising the ceiling of tangible expressiveness in hybrid board-gamesMultimedia Tools and Applications10.1007/s11042-014-2298-275:1(425-463)Online publication date: 1-Jan-2016
  • (2015)The Data Driven Lives of Wargaming MiniaturesProceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems10.1145/2702123.2702377(2427-2436)Online publication date: 18-Apr-2015
  • (2015)A Design of Augmented Tabletop Game Based on RFID TechnologyProcedia Manufacturing10.1016/j.promfg.2015.07.3533(2142-2148)Online publication date: 2015
  • (2014)Drafting an ArmyGames and Culture10.1177/15554120135133499:2(122-147)Online publication date: 14-Jan-2014
  • (2013)How to Make Tangible Games and Not Die in the AttemptProceedings of the 10th International Conference on Advances in Computer Entertainment - Volume 825310.5555/2770015.2770060(513-515)Online publication date: 12-Nov-2013
  • (2013)ToyVisionProceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction10.1145/2460625.2460674(291-298)Online publication date: 10-Feb-2013
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