Abstract
Games are a great objective for research on tangible and embodied interaction as they not only have a long tradition in both the analogue and the digital game domain; they also perfectly represent the tangible and the embodiment through the nature of game play. In this Studio, we will go beyond the analogue characteristics of board games, not just by adding a visual digital layer, but by examining new game play mechanics for board games through digital technology. We will do this by introducing a new role in board games as an immersed 'character' in the game. For this, we use a very specific technology (virtual reality live streaming from a miniature perspective) as a new lens on (existing) board games. Through experimentation with and exploration of existing board games through this new lens, we will conceptualize and prototype game play mechanics for this new notion of game participation.
Original language | English |
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Title of host publication | TEI 2019 - Proceedings of the 13th International Conference on Tangible, Embedded, and Embodied Interaction |
Publisher | Association for Computing Machinery, Inc |
Pages | 695-698 |
ISBN (Electronic) | 9781450361965 |
DOIs | |
Publication status | Published - 17 Mar 2019 |
Externally published | Yes |
Event | 13th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2019 - Tempe, United States Duration: 17 Mar 2019 → 20 Mar 2019 |
Conference
Conference | 13th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2019 |
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Country/Territory | United States |
City | Tempe |
Period | 17/03/19 → 20/03/19 |
Funding
This work is supported by the Austrian Science Fund (FWF): I 3580-N33 and the Research Foundation Flanders (FWO) and the German Ministry of Education and Research (BMBF) within the GEVAKUB project (01JKD1701B)
Funders | Funder number |
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Austrian Science Fund | I 3580-N33 |
Ministerul Educației și Cercetării Științifice | 01JKD1701B |