Game Mechanics: Describing Computer-Augmented Games in Terms of Interaction (2003)
| Venue: | in Terms of Interaction. Proceeding of TIDSE 2003 |
| Citations: | 12 - 1 self |
BibTeX
@INPROCEEDINGS{Lundgren03gamemechanics:,
author = {Sus Lundgren and Staffan Björk},
title = {Game Mechanics: Describing Computer-Augmented Games in Terms of Interaction},
booktitle = {in Terms of Interaction. Proceeding of TIDSE 2003},
year = {2003}
}
Years of Citing Articles
OpenURL
Abstract
We report how new types of games can be created using the possibilities of embedded computing, sensors, new output devices and ad-hoc wireless networks while keeping characteristics from traditional noncomputerized games. Applying both a technological and use-oriented research approach, we identified a number of new interaction acts made possible by the new technology. These are described using game mechanics, a concept developed by the game design community. The identified mechanics, together with examples of games using them, are described as well as the benefits and limitations of using the game mechanic concept.
Citations
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Citation Context ...rimarily been explored within ubiquitous computing [30], which looks at the use of embedded computer technology to support users activities wherever and whenever it is needed, and tangible interfaces =-=[12]-=- which take ubiquitous computing yet another step, promoting that user interfaces to computers should not be digital, but physical; one should be able to manipulate data in computers by manipulating p... |
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Citation Context ...tions of games using them.sArmed with this material, two additional events were arranged. The first one was a one-week research atelier with the aim to create game concepts using ubiquitous computers =-=[4]-=-. It gathered researchers from within Europe that during the given timeframe produced a number of different result: the Guild, a concept of technology supporting undercover live role-playing in urban ... |
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Citation Context ...ojector.s5.4 Biofeedback Games These games use input from biosensors attached to players to influence the game, meaning that body control is a critical element of the game. Examples include Brainball =-=[11]-=-, where players’ brainwaves guide a ball towards the opposing goal, and Relax-to-Win [2], where relaxation is required to win a race. 6 Identified Mechanics The descriptions of the identified mechanic... |
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Citation Context ...rm them about the avatars’ whereabouts. Pirates! [3] is a multi-player PDA-based game using radio-based proximity sensors to detect proximity to other players or ‘islands’ in the game. Pervasive Clue =-=[26]-=- is a pervasive mystery game in the form of a Live Action Role-playing game, where some clues are provided with sensing technology. Finding Mister X [1] equips people with sensor-collecting PDAs, the ... |
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Citation Context ...me with a computer-controlled surface. The contest explored how computer qualities affect game design, and the results provided a significant part of a Master thesis on computer-augmented board games =-=[19]-=-. 4.2 Identification and Analysis of Game Mechanics Our first structured work to identify new mechanics applicable to computeraugmented games focused on board game mechanics. The starting point was to... |
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Citation Context ...an be used to support games or entertainment. This has been accomplished by applying the approaches, theories and methods from narrative fields such as literature, theatre, film etc. (c.f. [7], [15], =-=[17]-=-, [21], [23], and [29]). However, this research has focused solely on computer games, rather than games in general. Further, the parent mediums have a strong focus on supporting experience, rather tha... |
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Citation Context ...s the other player plays the game in a VR-environment, fighting these superimposed monsters with gestures. Other similar games include AR2 Hockey, AquaGauntlet, and RV-Border Guards (all described in =-=[28]-=-) which superimpose computer-rendered game elements on the players’ physical environment. Touch-Space [6] also superimposes game elements but switches between a virtual and semi-virtual world. 5.2 Til... |
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Citation Context ...ayers or ‘islands’ in the game. Pervasive Clue [26] is a pervasive mystery game in the form of a Live Action Role-playing game, where some clues are provided with sensing technology. Finding Mister X =-=[1]-=- equips people with sensor-collecting PDAs, the objective being to identify a specific player given only that person’s sensor data. PingPongPlus [13] introduces the concept of Computer-Supported Coope... |
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Citation Context ...llion, compared with $9.6 billion in 2001. The top 5 best selling PC games in 2001 sold over 1 200 000 copies each in the US, UK, France and Germany combined, with slightly larger sales for PS2 games =-=[25]-=-. Clearly, computer-based games are a very popular form of entertainment, but they have also suffered from various kinds of critiques; that they increase aggressive behavior, promote sedentary lives, ... |
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Citation Context ...akes it hard or impossible to discuss and analyze games, game design and game design processes in an appropriate way. We intend to explore a possible solution to this problem by expanding Kreimeier’s =-=[14]-=- concept of game design patterns for computer games, regarding them as the next generation of game mechanics applicable to any type of game. A game design pattern is a formal description of a general ... |
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Citation Context ...he new game mechanics this technology provides. The examples have also been selected because of their strongsfocus on creating playable games rather than testing technologies (for the latter see e.g. =-=[16]-=-). For further examples and technical details, see the references, as well as the workshop “Funology: designing enjoyment” [22] and its related work. 5.1 Virtual Reality and Mixed Reality Games These ... |
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Special issue of Personal
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Citation Context ...hysical, social and virtual environments. The papers presented at the workshop later formed the basis for a special issue on ubiquitous computing, to which additional research projects were submitted =-=[18]-=-. These events produced a large collection of possible technologies together with examples of actual implementations of games using them.sArmed with this material, two additional events were arranged.... |
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Citation Context ...playable games rather than testing technologies (for the latter see e.g. [16]). For further examples and technical details, see the references, as well as the workshop “Funology: designing enjoyment” =-=[22]-=- and its related work. 5.1 Virtual Reality and Mixed Reality Games These games rely on high-precision body tracking and see-through head-mounted displays. The MIND-WARPING system [27] is a fighting ga... |








