Augmenting Yu-Gi-Oh! trading card game as persuasive transmedia storytelling

  • Authors:
  • Mizuki Sakamoto;Tatsuo Nakajima

  • Affiliations:
  • Department of Computer Science and Engineering, Waseda University, Japan;Department of Computer Science and Engineering, Waseda University, Japan

  • Venue:
  • DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
  • Year:
  • 2013

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Abstract

In this paper, we present Augmented Trading Card Game that enhances remote trading card game play with virtual characters used in the fictional stories of popular animations and games. We show our observations about the way players use the system, realizing the game, and what their feelings and impressions about the game are. We believe the obtained results would be useful to consider how to use empathetic virtual characters and the fictional story that the characters are used in, in the real world activities for future information services. We also discuss how our approach can be extended to design a new type of transmedia storytelling by considering Augmented Trading Card Game as one form of transmedia storytelling. From the experiences we propose a framework for designing transmedia story telling aiming to change people's attitude and behavior named persuasive transmedia storytelling. The framework called value-based design framework is a first step to design persuasive transmedia storytelling.