Interpersonal communication and virtual reality: mediating interpersonal relationships
Communication in the age of virtual reality
False prophets: exploring hybrid board/video games
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Computers in Entertainment (CIE) - First anniversary issue
Foot-based mobile interaction with games
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Face to Face Collaborative AR on Mobile Phones
ISMAR '05 Proceedings of the 4th IEEE/ACM International Symposium on Mixed and Augmented Reality
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence: Teleoperators and Virtual Environments
MonkeyBridge: autonomous agents in augmented reality games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
SymBall: camera driven table tennis for mobile phones
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Wizard's apprentice gameplay-oriented design of a computer-augmented board game
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
SIDES: a cooperative tabletop computer game for social skills development
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
On inter-referential awareness in collaborative augmented reality
On inter-referential awareness in collaborative augmented reality
Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using a camera phone as a mixed-reality laser cannon
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Picking pockets on the lawn: the development of tactics and strategies in a mobile game
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
Art of defense: a collaborative handheld augmented reality board game
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Shared-screen social gaming with portable devices
Proceedings of the 12th international conference on Human computer interaction with mobile devices and services
International Journal of Human-Computer Studies
Herding nerds on your table: NerdHerder, a mobile augmented reality game
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 2013 conference on Computer supported cooperative work
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In this paper, we present our research on social interaction in co-located handheld augmented reality (AR) games. These games are characterized by shared physical spaces that promote physical awareness among players, and individual gaming devices that support both public and private information. One result of our exploration of the design and evaluation of such games is a prototype called BragFish. Through BragFish, we aim to investigate the connections between the observed game experience (focusing on social and physical interaction) and the designed affordances of our AR handheld game. Our evaluation of BragFish shows that most of our participants form strategies for social play by leveraging visual, aural and physical cues from the shared space. Moreover, we use this as an example to motivate discussions on how to improve social play experiences for co-located handheld games by designing for shared spaces.