TY - JOUR
T1 - Augmenting playspaces to enhance the game experience: A tag game case study
AU - Moreno Celleri, Alejandro Manuel
AU - van Delden, Robertus Wilhelmus
AU - Poppe, Ronald Walter
AU - Reidsma, Dennis
AU - Heylen, Dirk K.J.
N1 - eemcs-eprint-27427
PY - 2016/7
Y1 - 2016/7
N2 - Introducing technology into games can improve players’ game experience. However, it can also reduce the amount of physical activity and social interaction. In this article, we discuss how we enhance the game of tag with technology such that physical and social characteristics of the game are retained. We first present an analysis of the behavior of children playing traditional tag games. Based on these observations, we designed the Interactive Tag Playground (ITP), an interactive installation that uses tracking and floor projections to enhance the game of tag. We evaluate the ITP in one user study with adults and one with children. We compare players’ reported experiences when playing both traditional and interactive tag. Players report significantly higher engagement and immersion when playing interactive tag. We also use tracking data collected automatically to quantitatively analyze player behavior in both tag games. Players exhibit similar patterns of physical activity and interactions in both game types. We can therefore conclude that interactive technology can be used to make traditional games more engaging, without losing social and physical character of the game.
AB - Introducing technology into games can improve players’ game experience. However, it can also reduce the amount of physical activity and social interaction. In this article, we discuss how we enhance the game of tag with technology such that physical and social characteristics of the game are retained. We first present an analysis of the behavior of children playing traditional tag games. Based on these observations, we designed the Interactive Tag Playground (ITP), an interactive installation that uses tracking and floor projections to enhance the game of tag. We evaluate the ITP in one user study with adults and one with children. We compare players’ reported experiences when playing both traditional and interactive tag. Players report significantly higher engagement and immersion when playing interactive tag. We also use tracking data collected automatically to quantitatively analyze player behavior in both tag games. Players exhibit similar patterns of physical activity and interactions in both game types. We can therefore conclude that interactive technology can be used to make traditional games more engaging, without losing social and physical character of the game.
KW - EWI-27427
KW - Ambient entertainment
KW - Interactive Playgrounds
KW - IR-102943
KW - Entertainment technologies
KW - METIS-320892
KW - Interactive tag
KW - 2023 OA procedure
U2 - 10.1016/j.entcom.2016.03.001
DO - 10.1016/j.entcom.2016.03.001
M3 - Article
SN - 1875-9521
VL - 16
SP - 67
EP - 79
JO - Entertainment computing
JF - Entertainment computing
ER -