Dispensable, Tweakable, and Tangible Components

Author:

Cheung Gifford1,Lee Alison2,Cheng Kevin2,Lee Hae Jin2

Affiliation:

1. University of Washington, Seattle, WA, USA

2. Nokia Research Center, Sunnyvale, CA, USA

Abstract

Our article examines a flexible approach to designing general game components inspired by traditional game components. Our goal is to design digital game systems that offer the players greater choice in dictating the rules, pacing, and sociability of a game session—we describe this as supporting socially negotiated gameplay. We introduce five design principles of flexibility: dispensability, live tweakability, tangibility, mobility, and value. Our work demonstrates this approach with the design of an augmented game system composed of playing cards instrumented with near field communication chips and a mobile device with three digital game components: a Card Viewer, a Score Board, and a Turn Keeper. We report on initial user sessions and articulate two emerging challenges for supporting socially negotiated play: (a) solving interaction costs to enable greater flexibility and (b) managing user expectations for the automatic part of a manual–automatic system.

Publisher

SAGE Publications

Subject

Human-Computer Interaction,Applied Psychology,Arts and Humanities (miscellaneous),Anthropology,Communication,Cultural Studies

Cited by 5 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Academically meaningful play: Designing digital games for the classroom to support meaningful gameplay, meaningful learning, and meaningful access;Computers & Education;2023-03

2. Card Mapper;Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems;2019-05-02

3. Evolving and re-mediated activities when preschool children play analogue and digital Memory games;Early Years;2018-04-23

4. Blending in Hybrid Games;Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology;2016-11-09

5. Guest Editors’ Introduction to Meaningful Play Special Issue;Games and Culture;2013-07

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