Traditional Games meet ICT: A Case Study on Go Game Augmentation


	
	
	
	


Abstract

While pervasive technologies explore new gaming styles, traditional games, such as card games and tabletop games are still appealing with 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 traditional game augmentation, which aims at extending game features without losing original look-and-feel. In this paper, we introduce a case study on Go game augmentation. Our prototype supports several game modes and a beginner can perform self-training through the interaction with Go board, for example. Based on an experimental study with the prototype, we discuss about human factor issues in game design. Also we clarify future work with implicating an augmentation framework for a wider range of traditional games.

Documents

http://tei-conf.org/10/uploads/Program/p237.pdf

Authors

Takahiro Iwata (Waseda University)
Tetsuo Yamabe (Waseda University)
Mikko Polojärvi (University of Oulu)
Tatsuo Nakajima (Waseda University)

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Distributed and Ubiquitous Computing Lab.

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Takahiro Iwata

  • takahiroiwata at dcl.info.waseda.ac.jp
  • 3-dan Go player

Tetsuo Yamabe

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