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Duel reality: a sword-fighting game for novel gameplay around intentionally hiding body data

Published: 30 September 2013 Publication History

Abstract

New sensor technologies, especially for body related activities, offer new opportunities for play, sparking research into new styles of game interactions. However, how this new sensor data can be utilized for engaging play experiences is not yet fully understood. In order to explore this opportunity, we designed Duel Reality, a novel sword-fighting game offering new gameplay experiences through intentionally hiding real-time body data. In order to articulate the opportunities afforded by novel sensing technology around the body, we identify two key concepts around this topic based on our design knowledge and articulate four challenges when creating novel gameplay using these sensors. With our work, we aim to support game designers who are interested in facilitating novel play experiences through the use of emerging sensing technologies that are concerned with the players' bodies.

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  • (2018)Co-located augmented play-spaces: past, present, and perspectivesJournal on Multimodal User Interfaces10.1007/s12193-018-0269-z12:3(225-255)Online publication date: 14-Aug-2018

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  1. Duel reality: a sword-fighting game for novel gameplay around intentionally hiding body data

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    IE '13: Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
    September 2013
    243 pages
    ISBN:9781450322546
    DOI:10.1145/2513002
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    • Macquarie University-Sydney

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 30 September 2013

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    Author Tags

    1. bodily interaction
    2. exertion interface
    3. fencing
    4. gaming
    5. kinesthetic
    6. social play
    7. sword
    8. whole-body interaction

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    • Research-article

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    IE'2013
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    IE'2013: The 9th Australasian Conference on Interactive Entertainment -
    September 30 - October 1, 2013
    Melbourne, Australia

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    IE '13 Paper Acceptance Rate 20 of 51 submissions, 39%;
    Overall Acceptance Rate 64 of 148 submissions, 43%

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    • (2018)Co-located augmented play-spaces: past, present, and perspectivesJournal on Multimodal User Interfaces10.1007/s12193-018-0269-z12:3(225-255)Online publication date: 14-Aug-2018

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