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Re-Twist: Evaluating Engagement in a Digitally Augmented Traditional Game

Published:17 March 2019Publication History

ABSTRACT

Digital adaptation of physical games often includes complete digitization resulting in the replacement of physical movements with virtual counterparts using input devices. We believe that augmenting the game by adding digital elements while also preserving physical movements can enhance player engagement. We present Re-Twist, a digitally augmented version of Twister. We introduce the element of time and score in Re-Twist by using a pressure-sensitive Twister mat that communicates with a projected screen. To investigate the effect of digital augmentation, we conducted a comparative study between the original Twister and Re-Twist. 81% of 16 participants preferred Re-Twist over the original Twister because of increased competition and urgency created by digital augmentation. We discuss the effect of digital augmentation on the competition, social, and challenge aspect of the game. This can guide new ways of game design by relooking at similar augmentation of other traditional games.

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    • Published in

      cover image ACM Conferences
      TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction
      March 2019
      785 pages
      ISBN:9781450361965
      DOI:10.1145/3294109

      Copyright © 2019 Owner/Author

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 17 March 2019

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      • Work in Progress

      Acceptance Rates

      TEI '19 Paper Acceptance Rate36of110submissions,33%Overall Acceptance Rate393of1,367submissions,29%

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