Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
A Social and Physical Inter-Generational Computer Game for the Elderly and Children: Age Invaders
ISWC '05 Proceedings of the Ninth IEEE International Symposium on Wearable Computers
A new playground experience: going digital?
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Morel: remotely launchable outdoor playthings
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Designing for children's physical play
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Key issues for the successful design of an intelligent, interactive playground
IDC '08 Proceedings of the 7th international conference on Interaction design and children
Head up games: the games of the future will look more like the games of the past
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Stimulating physical and social activity through open-ended play
Proceedings of the 8th International Conference on Interaction Design and Children
Collective creation of games using free play technologies
Proceedings of the 9th International Conference on Interaction Design and Children
Designing playful interactions for social interaction and physical play
Personal and Ubiquitous Computing
Head Up Games: combining the best of both worlds by merging traditional and digital play
Personal and Ubiquitous Computing
Building sensitising terms to understand free-play in open-ended interactive art environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploring the design space of shape-changing objects: imagined physics
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
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This paper describes a study that examines the influence of openended play in interactive play objects on social interaction and fun experience of children. We developed a prototype to examine whether children enjoy playing with simple intelligent objects. Children between 7 and 11 years old were asked to play with the objects in a free-play and pre-set game session. The study shows that children create a wide variety of games and practice many social skills when negotiating the rules of various games. Overall, children felt playing with the objects in the free-play sessions was more fun than in the pre-set sessions. The insights will be used to design the next version of our play concept.