Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play 2015
DOI: 10.1145/2793107.2810306
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Cited by 3 publications
(2 citation statements)
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“…Only very few address a remote game design (i.e., asymmetry of space): #5 has two co-located players, but the tablet player is remote. The games in #23 are not explicitly remote, but also not quite co-located; players are within hearing distance but "separated by distance and projection curtains" (Schmitz et al, 2015). While #8's evaluation is colocated, it is described as capable of remote play-likely, most of the games are capable of or easily adaptable to remote play.…”
Section: Social Asymmetrymentioning
confidence: 99%
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“…Only very few address a remote game design (i.e., asymmetry of space): #5 has two co-located players, but the tablet player is remote. The games in #23 are not explicitly remote, but also not quite co-located; players are within hearing distance but "separated by distance and projection curtains" (Schmitz et al, 2015). While #8's evaluation is colocated, it is described as capable of remote play-likely, most of the games are capable of or easily adaptable to remote play.…”
Section: Social Asymmetrymentioning
confidence: 99%
“…In most papers that displayed this pattern of indirect control/none, the non-HMD player engaged in verbal communication to guide the HMD player (e.g., #6, #7, #19). Twice this was reversed: Schmitz et al (2015)'s (#23) Coral Rift featured a non-HMD player within a CAVE system and an HMD player (VR). The HMD player observes the sea and warns the non-HMD players about obstacles, but only the non-HMD player actively balanced and navigated the ship.…”
Section: Shared Controlmentioning
confidence: 99%