Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/1297277.1297287acmotherconferencesArticle/Chapter ViewAbstractPublication PagesidcConference Proceedingsconference-collections
Article

aMAZEd: designing an affective social game for children

Published: 06 June 2007 Publication History

Abstract

This paper discusses a design case, which explores the potential of psychophysiological measures as an input technique for social gaming applications intended for children. aMAZEd is an example of a tabletop mixed reality game that supports social interaction between players through and around the game. It is clear that sensing technology used to obtain psychophysiological measures needs to be improved and there is still a range of solutions that need to be explored. However, our experience shows that psychophysiological input appeals to children and can be a fun element of games supporting social interaction among players.

References

[1]
Africano, D., Berg, S., Lindbergh, K., Lundholm, P., Nilbrink, F., and Persson, A. (2004). Designing tangible interfaces for children's collaboration. CHI '04.
[2]
Brederode, B., Markopoulos, P., Gielen, M., Vermeeren, A., de Ridder, H. (2005). pOwerball: The design of a novel mixed-reality game for children with mixed abilities. IDC '05.
[3]
Kapoor, A., Mota, S. A., and Picard, R. W. (2001). Towards a Learning Companion that Recognizes Affect Emotional and Intelligence II: The Tangled Knot of Social Cognition, AAAI Fall Symposium 2001, North Falmouth, MA, November 2001.
[4]
Magerkurth, C., Memisoglu, M., and Engelke, T. (2004). Towards the next generation of tabletop gaming experiences. Graphics Interface 2004, 73--80.
[5]
Mandryk, R. L. and Inkpen, K. (2004). Psychophysiological Indicators for the Evaluation of Co-located Collaborative Play. Proc. CSCW 2004.
[6]
Metaxas, G., Metin, B., Schneider, J., Shapiro, G., Zhou, W., Markopoulos, P. (2005). SCORPIODROME: An exploration in Mixed Reality Social Gaming for Children. ACE 2005.
[7]
Mobi system. http://www.tmsi.com/?id=5
[8]
Packman. http://games.brothersoft.com/3d_games/3d_pacman_download_31135.html.
[9]
Picard, R. W. (1997). Affective Computing, MIT Press, Cambridge, 1997.
[10]
Read, J. C. and MacFarlane, S. (2006). Using the fun toolkit and other survey methods to gather opinions in child computer interaction. Proc. IDC '06, 81--88.
[11]
Salen, K. and Zimmerman, E. (2003). Rules of Play, Game Design Fundamentals. The MIT Press, Massachusetts, 2003.
[12]
Verhaegh, J., Soute, I., Kessels, A., and Markopoulos, P. (2006). On the design of Camelot, an outdoor game for children, Proc. IDC '06.
[13]
Vicente, K. J., D. C. Thornton, and N. Moray. (1987). Spectral Analysis of Sinus Arrhythmia: A Measure of Mental Effort. Human Factors, 29(2), 171--182.
[14]
Wilson, G. M. (2001). Psychphysiological Indicators of the Impact of Media Quality on Users. CHI 2001, Extended Abstracts, 95--96.
[15]
Wild Divine. http://www.thelaboroflove.com/wild-divine/

Cited By

View all
  • (2022)Reporting Back in HCI Work with ChildrenProceedings of the 21st Annual ACM Interaction Design and Children Conference10.1145/3501712.3535279(517-522)Online publication date: 27-Jun-2022
  • (2022)Online Social Games in the Eyes of Children and Teens: A Systematic ReviewHCI in Games10.1007/978-3-031-05637-6_15(245-255)Online publication date: 26-Jun-2022
  • (2021)Sharing biosignals: An analysis of the experiential and communication properties of interpersonal psychophysiologyHuman–Computer Interaction10.1080/07370024.2021.191316438:1(49-78)Online publication date: 5-Jul-2021
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Other conferences
IDC '07: Proceedings of the 6th international conference on Interaction design and children
June 2007
222 pages
ISBN:9781595937476
DOI:10.1145/1297277
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • DOF: Det Obelske Familiefond
  • LEGO

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 06 June 2007

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. children
  2. psychophysiological input
  3. social gaming
  4. tabletop augmented reality

Qualifiers

  • Article

Conference

IDC07
Sponsor:
  • DOF

Acceptance Rates

Overall Acceptance Rate 172 of 578 submissions, 30%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)15
  • Downloads (Last 6 weeks)2
Reflects downloads up to 18 Nov 2024

Other Metrics

Citations

Cited By

View all
  • (2022)Reporting Back in HCI Work with ChildrenProceedings of the 21st Annual ACM Interaction Design and Children Conference10.1145/3501712.3535279(517-522)Online publication date: 27-Jun-2022
  • (2022)Online Social Games in the Eyes of Children and Teens: A Systematic ReviewHCI in Games10.1007/978-3-031-05637-6_15(245-255)Online publication date: 26-Jun-2022
  • (2021)Sharing biosignals: An analysis of the experiential and communication properties of interpersonal psychophysiologyHuman–Computer Interaction10.1080/07370024.2021.191316438:1(49-78)Online publication date: 5-Jul-2021
  • (2021)An Introduction to ChemiKami AREntertainment Computing – ICEC 202110.1007/978-3-030-89394-1_48(521-526)Online publication date: 22-Oct-2021
  • (2020)"Let's Get Physiological, Physiological!"Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414227(132-147)Online publication date: 2-Nov-2020
  • (2019)Exploring the Potential for Tangible Social Technologies for Childhood Cancer Patients within the HospitalProceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3294109.3302956(733-736)Online publication date: 17-Mar-2019
  • (2019)Exploring Socially-Focused Technologies that Can Help Children with Cancer Feel More Like Children Despite their Disease, Treatment and EnvironmentExtended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290607.3299078(1-5)Online publication date: 2-May-2019
  • (2019)Play and Learn Case Study on Learning Abilities Through Effective Computing in Games2019 13th International Conference on Mathematics, Actuarial Science, Computer Science and Statistics (MACS)10.1109/MACS48846.2019.9024771(1-6)Online publication date: Dec-2019
  • (2018)Flow State Feedback Through Sports WearablesProceedings of the 2018 Designing Interactive Systems Conference10.1145/3196709.3196807(1025-1039)Online publication date: 8-Jun-2018
  • (2018)Co-located augmented play-spaces: past, present, and perspectivesJournal on Multimodal User Interfaces10.1007/s12193-018-0269-z12:3(225-255)Online publication date: 14-Aug-2018
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media