Affective Tabletop Game: A New Gaming Experience for Children

A. Mahmud, Omar Mubin, J. Octavia, S. Shahid, LeeChin Yeo, P. Markopoulos, J. Martens, Dzmitry Aliakseyeu
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引用次数: 27

Abstract

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.
情感桌面游戏:儿童的新游戏体验
在本文中,我们讨论了增强增强桌面游戏的游戏体验的各种选择。更具体地说,我们建议将心理生理测量作为游戏体验的一部分,并将桌面游戏整合到其真实环境中(即整个房间),以促进更多的身体活动。这些设计选项与其他游戏规则旨在促进参与玩家之间的社交互动,因为这被认为是任何优秀多人游戏的主要特征。我们在一款针对7至11岁儿童设计的桌面游戏中具体化并非正式地评估了上述各方面。我们的研究结果表明,桌面游戏中的心理生理反馈确实促进了社交互动,增加了乐趣元素。我们的研究结果还表明,孩子们喜欢在桌面游戏中融入真实世界的环境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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