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Defining second screen gaming: exploration of new design patterns

Published:11 November 2014Publication History

ABSTRACT

New technologies have made the mobile phone to a multifunctional ally who accompanies many people in their everyday life. Smartphones and tablet PCs have also established new game settings. In this paper, we investigate a new trend utilizing smart devices as second screens that are added to gaming situations. We give a definition of Second Screen Gaming, and illuminate a special subcategory we call Smart Gaming. Further, we argue that there is a need for comprehensive design guidelines to integrate the second screen as a core part of the game design. Additionally, we have identified several challenges while designing such games and point out the opportunities for game designers in following this new trend. At the end of this work, three game prototypes are introduced as case studies, which demonstrate different aspects of Second Screen Gaming and thereby illustrate how innovative, engaging and highly social games can be created.

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          cover image ACM Other conferences
          ACE '14: Proceedings of the 11th Conference on Advances in Computer Entertainment Technology
          November 2014
          422 pages
          ISBN:9781450329453
          DOI:10.1145/2663806

          Copyright © 2014 ACM

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          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 11 November 2014

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          ACE '14 Paper Acceptance Rate36of90submissions,40%Overall Acceptance Rate36of90submissions,40%

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