Traditional games meet ICT: a case study on go game augmentation

  • Authors:
  • Takahiro Iwata;Tetsuo Yamabe;Mikko Polojärvi;Tatsuo Nakajima

  • Affiliations:
  • Waseda University, Tokyo, Japan;Waseda University, Tokyo, Japan;University of Oulu, Oulu, Finland;Waseda University, Tokyo, Japan

  • Venue:
  • Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
  • Year:
  • 2010

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Abstract

While pervasive technologies explore new gaming styles, traditional games, such as cards and tabletop games are still appealing and have various irreplaceable flavors. We point out that tangible game objects and spatial interactions amplify emotional impacts in gaming; and the advantage cannot be reproduced in completely digitalized games. Thus we propose the concept of augmented traditional games, which aims at extending game features without losing original look-and-feel. In this paper, we introduce a case study on augmenting the game of Go. Our prototype supports several game modes, for example, a self-training mode for beginners. Based on an experimental study with the prototype, we discuss human factor issues in game design. We also suggest an augmentation framework for a wider range of traditional games as future work.