Some computer science issues in ubiquitous computing
Communications of the ACM - Special issue on computer augmented environments: back to the real world
MIND-WARPING: towards creating a compelling collaborative augmented reality game
Proceedings of the 5th international conference on Intelligent user interfaces
False prophets: exploring hybrid board/video games
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Minimal Social Weight User Interactions for Wearable Computers in Business Suits
ISWC '02 Proceedings of the 6th IEEE International Symposium on Wearable Computers
Towards the next generation of tabletop gaming experiences
GI '04 Proceedings of the 2004 Graphics Interface Conference
Designing an augmented reality board game with children: the battleboard 3D experience
Proceedings of the 2004 conference on Interaction design and children: building a community
Forces, clashes and remnants: a model for event-driven iterative multidisciplinary game design
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Designing Virtual Worlds
Towards massively multi-user augmented reality on handheld devices
PERVASIVE'05 Proceedings of the Third international conference on Pervasive Computing
Insectopia: exploring pervasive games through technology already pervasively available
Proceedings of the international conference on Advances in computer entertainment technology
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
BragFish: exploring physical and social interaction in co-located handheld augmented reality games
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Art of defense: a collaborative handheld augmented reality board game
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Tisch digital tools supporting board games
Proceedings of the International Conference on the Foundations of Digital Games
Villains, architects and micro-managers: what tabula rasa teaches us about game orchestration
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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This paper describes the prototype Wizard's Apprentice, a computer-augmented board game. Unlike many previous examples from research, which use board games as a means to explore technology, the game was developed from the starting point of gameplay design goals. The paper reports upon how the different starting point required iteration between the various design disciplines involved. The game and the design within the various disciplines are described together with sections on how results from one discipline affected other. The paper ends with reports from the first preliminary evaluation.