Proceedings of the International Conference on Advances in Computer Entertainment Technology 2007
DOI: 10.1145/1255047.1255081
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Tangible interaction in tabletop games

Abstract: In this paper, a study is described which investigates differences in game experience between the use of iconic and symbolic tangibles in digital tabletop interaction. To enable this study, a new game together with two sets of play pieces (iconic and symbolic) was developed and used in an experiment with 30 participants. In this experiment, the understanding of the game, the understanding of the play pieces and the fun experience were tested. Both the group who played with iconic play pieces and the group who … Show more

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Cited by 38 publications
(24 citation statements)
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“…To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee application aimed at elderly for sharing digital photographs [3]. Examples of tangible tabletop games not aimed at elderly users are Weathergods [4] and Tankwar [9]. The aim of the project that we report here is to unveil some of the potential in designing senior-friendly tabletop games, where seniors are in the age range of 65-75 years.…”
Section: Introductionmentioning
confidence: 99%
“…To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee application aimed at elderly for sharing digital photographs [3]. Examples of tangible tabletop games not aimed at elderly users are Weathergods [4] and Tankwar [9]. The aim of the project that we report here is to unveil some of the potential in designing senior-friendly tabletop games, where seniors are in the age range of 65-75 years.…”
Section: Introductionmentioning
confidence: 99%
“…In terms of objects and connectable objects Bakker et al and Coulton have studied the interactions of tangible objects and their connection to digital games. This closely resembles the types of physical objects traditionally found in board games, such as character pieces [2,4]. The majority of research in this area has studied the use of technology as a counterpart to play or a lens into a digital world using the board as a marker.…”
Section: Paper and Mobile Revolutionmentioning
confidence: 78%
“…Several existing games incorporate tangible interaction and digital tabletops e.g., False Prophets (Mandryk, Maranan and Inkpen, 2002), Weathergods (Bakker et al, 2007), KnightMage (Magerkurth et al, 2004) and the STARS adaptation of Monopoly (Magerkurth et al, 2004). None of these games were developed for facilitating collaborative learning, which we intend to do in this paper, but show the advantage of using physical artifacts with a digital platform.…”
Section: Tangible Interaction and Digital Tabletopsmentioning
confidence: 99%
“…The design was inspired by other tabletop games, namely SIDES , Weathergods (Bakker et al, 2007) and Storytable (Bauminger, Gal and Goren-Bar, 2007). Specifically, some game mechanics from SIDES were used; the confirmation after a turn and the involvement of personal objects.…”
Section: Game Designmentioning
confidence: 99%