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Second Annual IEEE International Workshop on Horizontal Interactive Human-Computer Systems (TABLETOP'07)
Affective Tabletop Game: A New Gaming Experience for Children
Newport, Rhode Island
October 10-October 12
ISBN: 0-7695-3013-3
In this paper, we discuss various options for enhancing the gaming experience in augmented tabletop games. More specifically, we propose to incorporate psychophysiological measurements as a part of the gaming experience, and to integrate a desktop game within its real surrounding (i.e., the entire room) in order to promote more physical activity. Such design options, together with other game rules, aim at promoting social interaction between participating players, as this is considered to be a major characteristic of any good multi-player game. We concretized and informally evaluated the above aspects within a specific tabletop game that we designed for children aged 7 to 11 years. Our findings indicate that psychophysiological feedback in a tabletop game does indeed facilitate social interaction and adds to the fun element. Our results also reveal that children appreciate the involvement of the real world environment in a tabletop game.
Citation:
Abdullah Al Mahmud, Omar Mubin, Johanna Renny Octavia, Suleman Shahid, LeeChin Yeo, Panos Markopoulos, Jean-Bernard Martens, Dima Aliakseyeu, "Affective Tabletop Game: A New Gaming Experience for Children," tabletop, pp.44-51, Second Annual IEEE International Workshop on Horizontal Interactive Human-Computer Systems (TABLETOP'07), 2007
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