Abstract
This paper contains details about research into the effect of digital augmentation on social presence in board games. A case study of the board game Tobago was performed during the project and a prototype application for smartphones was developed in order to compare the players’ social presence in traditional and augmented versions. A repeated measures experiment was carried out with 15 subjects, during which both quantitative and qualitative data was collected. The results of the experiment show that while digital augmentation did not increase social presence in this board game, transferring some of the physical elements to digital medium is a viable game design choice.
Original language | English |
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Title of host publication | Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being Lecture Notes in Computer Science : 9th International Conference, UAHCI 2015, Held as Part of HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings, Part III |
Editors | Margherita Antona, Constantine Stephanidis |
Number of pages | 10 |
Publisher | Springer |
Publication date | 18 Jul 2015 |
Pages | 483-492 |
ISBN (Print) | 978-3-319-20683-7 |
ISBN (Electronic) | 978-3-319-20684-4 |
DOIs | |
Publication status | Published - 18 Jul 2015 |
Event | HCII2015: Human Computer Interaction International: International Conference on Universal Access in Human-Computer Interaction - 2 sessions Ludic Engagement Designs for All (LEDA) - Los Angeles, United States Duration: 2 Aug 2015 → 7 Aug 2015 Conference number: 10 |
Conference
Conference | HCII2015: Human Computer Interaction International |
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Number | 10 |
Country/Territory | United States |
City | Los Angeles |
Period | 02/08/2015 → 07/08/2015 |
Series | Lecture Notes in Computer Science |
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Volume | 9177 |
ISSN | 0302-9743 |
Bibliographical note
9th International Conference, UAHCI 2015, Held as Part of HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings, Part III5 Aug 2015 10th International Conference on Universal Access in Human-Computer Interaction. (Eds.) Margherita Antona; Constantine Stephanidis. Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being, Lecture Notes in Computer Science Volume 9177, 2015, pp 483-492, Springer
authors Assoc Prof Anthony Brooks and students Catalin Balan, Nicholas Egede Bukdahl, Artūras Kulšinskas,
Keywords
- Game
- Gamification