Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Ambient wood: designing new forms of digital augmentation for learning outdoors
Proceedings of the 2004 conference on Interaction design and children: building a community
Life on the edge: supporting collaboration in location-based experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
pOwerball: the design of a novel mixed-reality game for children with mixed abilities
Proceedings of the 2005 conference on Interaction design and children
A new playground experience: going digital?
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Using the fun toolkit and other survey methods to gather opinions in child computer interaction
Proceedings of the 2006 conference on Interaction design and children
SIDES: a cooperative tabletop computer game for social skills development
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Proceedings of the 6th international conference on Interaction design and children
The Underwhelming Effects of Location-Awareness of Others on Collaboration in a Pervasive Game
Proceedings of the 2006 conference on Cooperative Systems Design: Seamless Integration of Artifacts and Conversations -- Enhanced Concepts of Infrastructure for Communication
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
Evaluating outdoor play for children: virtual vs. tangible game objects in pervasive games
Proceedings of the 8th International Conference on Interaction Design and Children
Rule customization in head-up games
Proceedings of the 3rd International Conference on Fun and Games
Head Up Games: combining the best of both worlds by merging traditional and digital play
Personal and Ubiquitous Computing
On developing a platform for mobile outdoor gaming for children
AmI'11 Proceedings of the Second international conference on Ambient Intelligence
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Head-Up Games [19, 20] attempt to combine the technological benefits of modern electronic games with the social and physical advantages of traditional games. To demonstrate this concept, a Head-Up Game for 9- to 11-year-old children was designed and developed iteratively, with intensive involvement of children for play-testing. This paper describes and reflects on the game's design process and the implications regarding the concept of Head-Up Games. The final game, Stop the Bomb, was found to be physically and socially stimulating, understood and enjoyed by the target group, and preferred over a nonelectronic version of the game at first encounter.