Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction 2018
DOI: 10.1145/3173225.3173249
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Cited by 20 publications
(3 citation statements)
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“…We therefore recommend that piggybacking AR apps give participants personalization options and mementos that last beyond the end of the immediate experience. This aligns with past work about how physical artifacts generated during computer-mediated play are valued after play [66] and how digital artifacts from gameplay experiences can have lasting value [69]. In future iterations, Mindful Garden could let participants choose their own flowers and activate only in specific locations, Compurrsers could allow people to pick instruments and background music that reflect the cat's mood, and Petpet could offer petpet avatars that resemble the live dogs.…”
Section: Discussionsupporting
confidence: 68%
“…We therefore recommend that piggybacking AR apps give participants personalization options and mementos that last beyond the end of the immediate experience. This aligns with past work about how physical artifacts generated during computer-mediated play are valued after play [66] and how digital artifacts from gameplay experiences can have lasting value [69]. In future iterations, Mindful Garden could let participants choose their own flowers and activate only in specific locations, Compurrsers could allow people to pick instruments and background music that reflect the cat's mood, and Petpet could offer petpet avatars that resemble the live dogs.…”
Section: Discussionsupporting
confidence: 68%
“…Notably, each game session yields a quilt that is comprised of traces of the game session-a tangible memento. This is comparable to the work of Sullivan et al, who used a Loom to interact with a game while fabricating a tangible memento of the game [92]. Eickhoff et al presented "Destructive Games" using a laser cutter [29].…”
Section: Craft and Fabrication Gamessupporting
confidence: 58%
“…Hypertext games typically employ content-based morality rather than systemic and procedural morality systems, which is our focus in this paper. Other games use alternate controllers as an added dimension for player choices; work by Sullivan et al (Sullivan et al 2018) showcases thread-cutting as a mechanic contributing to player agency.…”
Section: Morality In Gamesmentioning
confidence: 99%