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Blending in Hybrid Games: Understanding Hybrid Games Through Experience

Published: 09 November 2016 Publication History

Abstract

The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through this type of thinking, designers can be more open to exploring how their games can be experienced.

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Cited By

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  • (2024)The Ethics of Mixed Reality GamesGames: Research and Practice10.1145/36758062:3(1-26)Online publication date: 30-Aug-2024
  • (2024)DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication TechnologyProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642243(1-20)Online publication date: 11-May-2024
  • (2024)Hobby wargames: a preliminary surveyMultimedia Tools and Applications10.1007/s11042-024-19408-0Online publication date: 28-May-2024
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cover image ACM Other conferences
ACE '16: Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology
November 2016
373 pages
ISBN:9781450347730
DOI:10.1145/3001773
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 the author(s) 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].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 09 November 2016

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Author Tags

  1. Augmented reality games
  2. conceptual blending
  3. conceptual metaphor
  4. games
  5. hybrid games
  6. hybridity
  7. mixed reality games
  8. pervasive games

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ACE2016

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2024)The Ethics of Mixed Reality GamesGames: Research and Practice10.1145/36758062:3(1-26)Online publication date: 30-Aug-2024
  • (2024)DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication TechnologyProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642243(1-20)Online publication date: 11-May-2024
  • (2024)Hobby wargames: a preliminary surveyMultimedia Tools and Applications10.1007/s11042-024-19408-0Online publication date: 28-May-2024
  • (2023)Hybrid Games and Interaction DesignInteraction Design and Architecture(s)10.55612/s-5002-056-001psi(5-7)Online publication date: 15-Mar-2023
  • (2022)Playing With Uncertainty: Facilitating Community-Based Resilience BuildingUrban Planning10.17645/up.v7i2.50987:2Online publication date: 2-Jun-2022
  • (2021)Designing Game-Based Rehabilitation Experiences for People with AphasiaProceedings of the ACM on Human-Computer Interaction10.1145/34746975:CHI PLAY(1-31)Online publication date: 6-Oct-2021
  • (2021)Unpacking “Boardgames with Apps”: The Hybrid Digital Boardgame ModelProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445077(1-17)Online publication date: 6-May-2021
  • (2020)Towards a Taxonomy of AI in Hybrid Board GamesProceedings of the 15th International Conference on the Foundations of Digital Games10.1145/3402942.3409607(1-6)Online publication date: 15-Sep-2020
  • (2020)Towards a new hybrid game model: designing tangible experiences2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH49190.2020.9201838(1-6)Online publication date: Aug-2020
  • (2019)Dislocated Boardgames: Design Potentials for Remote Tangible PlayMultimodal Technologies and Interaction10.3390/mti30400723:4(72)Online publication date: 7-Nov-2019
  • Show More Cited By

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