ABSTRACT
This work-in-progress paper presents a first look at Magia Transformo: a mixed reality game for transformative play. Drawing on techniques of backleading and outside->in transformation from theater practice, Magia Transformo uses costumes, props, sets, narration, and physical enactment to transform the bodies and environment of its players. We argue that these design techniques, although still in their early development, can broadly inform the work of designers and scholars seeking to create experiences of character identification and transformation in games.
Supplemental Material
- Kaho Abe and Katherine Isbister. 2016. Hotaru: The Lightning Bug Game. 277--280. https://doi.org/10.1145/2851581.2889472Google ScholarDigital Library
- Hajo Adam and Adam D. Galinsky. 2012. Enclothed cognition. Journal of Experimental Social Psychology 48, 4: 918--925. https://doi.org/10.1016/j.jesp.2012.02.008 Google ScholarCross Ref
- S. Antifakos and B. Schiele. 2002. Bridging the gap between virtual and physical games using wearable sensors. In Proceedings. Sixth International Symposium on Wearable Computers, 139--140. https://doi.org/10.1109/ISWC.2002.1167233Google ScholarCross Ref
- Sasha A. Barab, Melissa Gresalfi, Anna Arici, Patrick Pettyjohn, and Adam Ingram-Goble. 2010. Transformative Play: Games As 21st Century Curriculum. In Proceedings of the 9th International Conference of the Learning Sciences - Volume 2 (ICLS '10), 93--100. Retrieved October 25, 2014 from http://dl.acm.org/citation.cfm?id=1854509.185454Google Scholar
- Sasha A. Barab, Melissa Gresalfi, and Adam Ingram-Goble. 2010. Transformational Play Using Games to Position Person, Content, and Context. Educational Researcher 39, 7: 525--536. https://doi.org/10.3102/0013189X10386593 Google ScholarCross Ref
- Robert Benedetti. 1997. The Actor At Work. Allyn and Bacon.Google Scholar
- Carlos Borrego, Cristina Fernández, Ian Blanes, and Sergi Robles. 2017. Room escape at class: Escape games activities to facilitate the motivation and learning in computer science. Journal of Technology and Science Education 7, 2: 162--171. Google ScholarCross Ref
- Erving Goffman. 1963. Behavior in Public Places: Notes on the Social Organization of Gatherings. The Free Press, Toronto.Google Scholar
- E. A. Heinz, K. S. Kunze, M. Gruber, D. Bannach, and P. Lukowicz. 2006. Using Wearable Sensors for Real-Time Recognition Tasks in Games of Martial Arts - An Initial Experiment. In 2006 IEEE Symposium on Computational Intelligence and Games, 98--102. https://doi.org/10.1109/CIG.2006.311687Google ScholarCross Ref
- Steve Hinske, Matthias Lampe, Carsten Magerkurth, and Carsten Röcker. 2007. Classifying pervasive games: on pervasive computing and mixed reality. Concepts and technologies for Pervasive Games-A Reader for Pervasive Gaming Research 1, 20. Retrieved April 13, 2017 from http://www.coulthard.com/library/Files/hinske_2007_classifyingpervasivegames.pdfGoogle Scholar
- Katherine Isbister, Kaho Abe, and Michael Karlesky. 2017. Interdependent Wearables (for Play): A Strong Concept for Design. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17), 465--471. https://doi.org/10.1145/3025453.3025939Google ScholarDigital Library
- Bernhard Jung, Andreas Schrader, and Darren V. Carlson. 2005. Tangible Interfaces for Pervasive Gaming.Google Scholar
- Tomaz Kolar. 2017. Conceptualising tourist experiences with new attractions: the case of escape rooms. International Journal of Contemporary Hospitality Management 29, 5. Retrieved from http://www.emeraldinsight.com/doi/abs/10.1108/I JCHM-12--2015-0687Google ScholarCross Ref
- Miriam Konkel, Vivian Leung, Brygg Ullmer, and Catherine Hu. 2004. Tagaboo: A Collaborative Children's Game Based Upon Wearable RFID Technology. Personal Ubiquitous Comput. 8, 5: 382--384. https://doi.org/10.1007/s00779-0040302-yGoogle ScholarCross Ref
- David Krasner. 2000. I Hate Strasberg: Method Bashing in the Academy. In Method Acting Reconsidered, David Krasner (ed.). St. Martin's Press, New York, NY, 3--39. Google ScholarCross Ref
- Carsten Magerkurth, Adrian David Cheok, Regan L. Mandryk, and Trond Nilsen. 2005. Pervasive Games: Bringing Computer Entertainment Back to the Real World. Comput. Entertain. 3, 3: 4--4. https://doi.org/10.1145/1077246.1077257Google ScholarDigital Library
- Ali Mazalek, Glorianna Davenport, and Hiroshi Ishii. 2002. Tangible Viewpoints: A Physical Approach to Multimedia Stories. ACM Press.Google Scholar
- Markus Montola, Jaakko Stenros, and Annika Waern. 2009. Pervasive Games: Theory and Design. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA.Google ScholarCross Ref
- Janet Murray. 1997. Hamlet on the Holodeck: the future of narrative in cyberspace. The MIT Press, Cambridge, Massachusetts.Google ScholarDigital Library
- Niantic. 2016. Pokémon Go. Niantic.Google Scholar
- Scott Nicholson. 2015. Peeking behind the locked door: A survey of escape room facilities. White Paper available at http://scottnicholson.com/pubs/erfacwhite.pdf. Retrieved from http://scottnicholson.com/pubs/erfacwhite.pdfGoogle Scholar
- Yuichi Ohta and Hideyuki Tamura. 2014. Mixed Reality: Merging Real and Virtual Worlds. Springer Publishing Company, Incorporated.Google ScholarDigital Library
- Isabel Pedersen. 2013. Ready to Wear: A Rhetoric of Wearable Computers and Reality-Shifting Media. Parlor Press. Retrieved January 13, 2016 from http://www.decimallab.ca/wpcontent/uploads/2015/01/PedersenChapter1.pdfGoogle Scholar
- Murray Smith. 1995. Engaging Characters: Fiction, Emotion, and the Cinema. Clarendon Press.Google Scholar
- Constantin Stanislavski. 1936. An Actor Prepares. Theater Arts Inc, New York.Google Scholar
- Constantin Stanislavski. 2013. Building a Character. A&C Black.Google Scholar
- Theresa Jean Tanenbaum. 2015. Identity Transformation and Agency in Digital Narratives and Story Based Games. Simon Fraser University, Surrey, British Columbia, Canada. Retrieved from http://summit.sfu.ca/item/15285Google Scholar
- Theresa Jean Tanenbaum, Nicole Crenshaw, and Karen Tanenbaum. 2016. "It's a Me, Mario!": Costumed Gaming's Effects on Character Identification. In Abstract Proceedings of the First International Joint Conference of DiGRA and FDG. Retrieved from http://www.digra.org/wp-content/uploads/digitallibrary/paper_407.pdfGoogle Scholar
- Theresa Jean Tanenbaum and Karen Tanenbaum. 2015. Empathy and Identity in Digital Games: Towards a New Theory of Transformative Play. In Foundations of Digital Games, 2015. Retrieved from http://www.fdg2015.org/papers/fdg2015_paper_49.pdfGoogle Scholar
- Theresa Jean Tanenbaum and Karen Tanenbaum. 2015. Envisioning the Future of Wearable Play: Conceptual Models for Props and Costumes as Game Controllers. In Foundations of Digital Games, 2015. Retrieved from http://www.fdg2015.org/papers/fdg2015_paper_55.pdfGoogle Scholar
- Bruce H. Thomas. 2012. A Survey of Visual, Mixed, and Augmented Reality Gaming. Comput. Entertain. 10, 1: 3:1--3:33. https://doi.org/10.1145/2381876.2381879Google ScholarDigital Library
- Tomorrow Corporation. 2012. Little Inferno. In (Windows PC [Steam]). Tomorrow Corporation.Google Scholar
- C. Ulbricht and D. Schmalstieg. 2003. Tangible Augmented Reality for Computer Games. Retrieved May 22, 2014 from http://www.actapress.com.proxy.lib.sfu.ca/Abstract.aspx?paperId=14453Google Scholar
- Brygg Ullmer and Hiroshi Ishii. 1997. Tangible Bits: Towards Seamless Interfaces between People, Bits, and Atoms. ACM Press.Google Scholar
- Markus Wiemker, Errol Elumir, and Adam Clare. 2015. Escape Room Games. Game Based Learning: 55.Google Scholar
- Amanda Williams, Lynn Hughes, and Bart Simon. 2010. Propinquity: Exploring Embodied Gameplay. In Proceedings of the 12th ACM International Conference Adjunct Papers on Ubiquitous Computing - Adjunct (UbiComp '10 Adjunct), 387--388. https://doi.org/10.1145/1864431.1864449Google ScholarDigital Library
- Jeff Wirth. 1994. Interactive Acting: Acting, Improvisation, and Interacting for Audience Participatory Theatre. Fall Creek Press, Fall Creek, OR.Google Scholar
Index Terms
- Magia Transformo: Designing for Mixed Reality Transformative Play
Recommendations
CatEscape: An Asymmetrical Multiplatform Game Connecting Virtual, Augmented and Physical World
CHI PLAY '17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in PlayCatEscape is an asymmetrical multi-platform game connecting virtual reality (VR) head-mounted display (HMD) users, non-HMD users, together with the tangible physical space. The players have distinct game mechanics and perspectives based on the device ...
MagicTorch: A Context-aware Projection System for Asymmetrical VR Games
CHI PLAY '17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in PlayMagicTorch is a context-aware projection mapping system connecting virtual reality (VR) head-mounted display (HMD) users, non-HMD users, together with the tangible physical space. Around this system, we create an asymmetrical multiplatform game ...
Guidelines for designing augmented reality games
Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, ShareThe growing popularity of augmented reality (AR) games in both a research and more recently commercial context has led for a need to take a closer look at design related issues which impact on player experience. While issues relating to this area have ...
Comments