Abstract
In this paper, we present Augmented Trading Card Game that enhances remote trading card game play with virtual characters used in the fictional stories of popular animations and games. We show our observations about the way players use the system, realizing the game, and what their feelings and impressions about the game are. We believe the obtained results would be useful to consider how to use empathetic virtual characters and the fictional story that the characters are used in, in the real world activities for future information services. We also discuss how our approach can be extended to design a new type of transmedia storytelling by considering Augmented Trading Card Game as one form of transmedia storytelling. From the experiences we propose a framework for designing transmedia story telling aiming to change people’s attitude and behavior named persuasive transmedia storytelling. The framework called value-based design framework is a first step to design persuasive transmedia storytelling.
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Sakamoto, M., Nakajima, T. (2013). Augmenting Yu-Gi-Oh! Trading Card Game as Persuasive Transmedia Storytelling. In: Marcus, A. (eds) Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience. DUXU 2013. Lecture Notes in Computer Science, vol 8013. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-39241-2_64
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DOI: https://doi.org/10.1007/978-3-642-39241-2_64
Publisher Name: Springer, Berlin, Heidelberg
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