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Together Alone: A Tangible Online Narrative

Published: 13 February 2022 Publication History

Abstract

We present an online narrative using video conferencing that is designed to facilitate collaborative storytelling using physical objects. Although research into the use of video conferencing platforms for storytelling and games is limited, we suggest that there is much to learn from a design space that includes interpretations of popular game formats like escape rooms, role-playing games, and board games. Drawing on examples from online and offline contexts, we focus on the tangible and embodied characteristics of these forms of play to identify narrative design opportunities for video conferencing platforms. We contribute the documentation of our research through design process, resulting in three preliminary design recommendations to help facilitate tangible and embodied remote storytelling.

Supplementary Material

MP4 File (TogetherAlone_Video.mp4)
We present a brief overview of the design of a player-driven narrative experience for video conferencing that focuses on the physical and affective properties of objects.

References

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Cited By

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  • (2024)Why Larp? A Synthesis Article on Live Action Roleplay in Relation to HCI Research and PracticeACM Transactions on Computer-Human Interaction10.1145/368904531:5(1-35)Online publication date: 2-Sep-2024
  • (2024)Creative Sense-Making Analysis for the Representation of Collaboration in Embodied Play2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645562(1-8)Online publication date: 5-Aug-2024
  • (2024)Widening the screen: embodied cognition and audiovisual online social interaction in the digital ageAI & SOCIETY10.1007/s00146-023-01844-5Online publication date: 18-Jan-2024
  • Show More Cited By

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      cover image ACM Conferences
      TEI '22: Proceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction
      February 2022
      758 pages
      ISBN:9781450391474
      DOI:10.1145/3490149
      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]

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      Published: 13 February 2022

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      Author Tags

      1. Video conferencing
      2. board games
      3. embodied
      4. escape room
      5. games
      6. narrative design
      7. role-playing
      8. tangible

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      Cited By

      View all
      • (2024)Why Larp? A Synthesis Article on Live Action Roleplay in Relation to HCI Research and PracticeACM Transactions on Computer-Human Interaction10.1145/368904531:5(1-35)Online publication date: 2-Sep-2024
      • (2024)Creative Sense-Making Analysis for the Representation of Collaboration in Embodied Play2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645562(1-8)Online publication date: 5-Aug-2024
      • (2024)Widening the screen: embodied cognition and audiovisual online social interaction in the digital ageAI & SOCIETY10.1007/s00146-023-01844-5Online publication date: 18-Jan-2024
      • (2023)Designing Together, Miles Apart: A Longitudinal Tabletop Telepresence Adventure in Online Co-Design with ChildrenProceedings of the 22nd Annual ACM Interaction Design and Children Conference10.1145/3585088.3589359(52-67)Online publication date: 19-Jun-2023
      • (2022)The SMeFT Decks: A Card-Based Ideation Tool for Designing Hybrid Digital Boardgames for Distanced PlayProceedings of the 34th Australian Conference on Human-Computer Interaction10.1145/3572921.3572933(298-309)Online publication date: 29-Nov-2022

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