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. © 2011 Springer-Verlag.
CITATION STYLE
Yamabe, T., Iwata, T., Shichinohe, T., & Nakajima, T. (2011). Prototyping augmented traditional games: Concept, design and case studies. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 6646 LNCS, pp. 105–116). https://doi.org/10.1007/978-3-642-20754-9_12
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