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Designing tangible video games: lessons learned from the sifteo cubes

Published: 26 April 2014 Publication History

Abstract

In this paper, we present a collaborative game designed for Sifteo Cubes, a new tangible interface for multiplayer games. We discuss how this game exploits the platform's interface to transfer some of the game mechanics into the non-digital world, and how this approach affects both the player's experience and the design process. We present the technical limitations encountered during game development and analyze video recordings of play sessions with regard to the play strategies developed by the players. Then, we identify two properties that this game shares with many other games on tangible platforms and discuss how these properties influence both the game design process and the player experience. We advocate that these properties provide players with more freedom and relatedness, while helping to create an easy-to-learn and customizable gameplay, despite their own design limitations.

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References

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[2]
Benford, S. et al. Expected, sensed, and desired: A framework for designing sensing-based interaction. ACM Trans. Comput.-Hum. Interact. 12, 1 (Mar. 2005), 3--30.
[3]
Hunter, S., Kalanithi, J., and Merrill, D. Make a riddle and telestory: designing children's applications for the siftables platform. In Proc. of IDC '10, ACM (New York, NY, USA, 2010), 206--209.
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Jacob, R. J., Girouard, A., Hirshfield, L. M., Horn, M. S., Shaer, O., Solovey, E. T., and Zigelbaum, J. Reality-based interaction: a framework for post-wimp interfaces. In Proc. of CHI '08, ACM (New York, NY, USA, 2008).
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Juul, J. The magic circle and the puzzle piece. In Proc. of The Philosophy of Computer Games (2008), 56.
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Merrill, D., Kalanithi, J., and Maes, P. Siftables: towards sensor network user interfaces. In Proc. of TEI '07, ACM (New York, NY, USA, 2007), 75--78.
[7]
Merrill, D., Sun, E., and Kalanithi, J. Sifteo cubes. In Proc. of CHI EA '12, ACM (New York, NY, USA, 2012).
[8]
Ryan, R. M., Rigby, C. S., and Przybylski, A. The motivational pull of video games: A self-determination theory approach. Motivation and Emotion 30, 4 (2006).
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Wilson, D. Brutally unfair tactics totally ok now: On self-effacing games and unachievements. Game Studies 11, 1 (2011).

Cited By

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  • (2024)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned ParadigmsACM Transactions on Computer-Human Interaction10.1145/367323031:3(1-74)Online publication date: 15-Jun-2024
  • (2022)Weaving Fire into FormundefinedOnline publication date: 20-Jul-2022
  • (2021)Design Space CardsProceedings of the ACM on Human-Computer Interaction10.1145/34746545:CHI PLAY(1-21)Online publication date: 6-Oct-2021
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Published In

cover image ACM Conferences
CHI '14: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
April 2014
4206 pages
ISBN:9781450324731
DOI:10.1145/2556288
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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Publication History

Published: 26 April 2014

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Author Tags

  1. mixed-reality games
  2. player strategies
  3. sifteo cubes
  4. tangible user interface
  5. tangible video game
  6. video game design

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CHI '14
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CHI '14: CHI Conference on Human Factors in Computing Systems
April 26 - May 1, 2014
Ontario, Toronto, Canada

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CHI '14 Paper Acceptance Rate 465 of 2,043 submissions, 23%;
Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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CHI Conference on Human Factors in Computing Systems
April 26 - May 1, 2025
Yokohama , Japan

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Cited By

View all
  • (2024)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned ParadigmsACM Transactions on Computer-Human Interaction10.1145/367323031:3(1-74)Online publication date: 15-Jun-2024
  • (2022)Weaving Fire into FormundefinedOnline publication date: 20-Jul-2022
  • (2021)Design Space CardsProceedings of the ACM on Human-Computer Interaction10.1145/34746545:CHI PLAY(1-21)Online publication date: 6-Oct-2021
  • (2020)Self-Determination Theory in HCI Games Research: Current Uses and Open QuestionsProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376723(1-22)Online publication date: 21-Apr-2020
  • (2020)PTPG: A Poisson Triangular Pattern Generator for Tokens on Tangible SurfacesIEEE Access10.1109/ACCESS.2020.29885828(76019-76027)Online publication date: 2020
  • (2020)Toward tangibles and display-rich interfaces for co-located and distributed genomics collaborationsPersonal and Ubiquitous Computing10.1007/s00779-020-01376-526:3(767-779)Online publication date: 5-Mar-2020
  • (2019)Envisioning tangibles and display-rich interfaces for co-located and distributed genomics collaborationsProceedings of the 8th ACM International Symposium on Pervasive Displays10.1145/3321335.3324953(1-8)Online publication date: 12-Jun-2019
  • (2019)What is Mixed Reality?Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300767(1-15)Online publication date: 2-May-2019
  • (2019)PickCellsProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300503(1-14)Online publication date: 2-May-2019
  • (2018)Personalization totemProceedings of the 30th Conference on l'Interaction Homme-Machine10.1145/3286689.3286715(219-226)Online publication date: 23-Oct-2018
  • Show More Cited By

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