We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe...
By blurring the boundary between game fiction and reality, Pervasive Games impact the shared space of the city areas that they use as gaming platform. Drawing on notions of spatia...
Physical leisure activities such as table tennis provide healthy exercise and can offer a means to connect with others socially; however, players have to be in the same physical l...
There is a large disparity between the rich physical interfaces of co-located arcade games and the generic input devices seen in most home console systems. In this paper we argue ...
Edward Tse, Saul Greenberg, Chia Shen, Clifton For...
In this paper we present a novel hardware and software platform (STARS) to realize computer augmented tabletop games that unify the strengths of traditional board games and comput...
Carsten Magerkurth, Maral Memisoglu, Timo Engelke,...