HIPPA:丰富传统捉人游戏玩法的智能可穿戴设备

Magnus Sten Andersen, Oliver Rask Schmahl, G. Galli, Paula Alavesa, Minna Pakanen
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摘要

如今,孩子们越来越多地专注于通过科技设备与同龄人一起玩社交游戏,大部分时间都呆在室内。普及游戏和基于地理位置的手机游戏(如《pokemon Go》)便反对这种消极现象,因为游戏玩法发生在户外,而城市便是游戏场所。然而,鼓励孩子们在户外一起玩耍,同时通过体育锻炼来挑战自己,就像他们过去在传统的社交户外游戏(如捉人游戏)中所做的那样,仍然有很多可能性。在这篇正在进行中的论文中,我们的目标是通过设计、制作和执行两件式社交游戏可穿戴设备HIPPA,为游戏玩法增加挑战,丰富触觉玩家和标签游戏的社交体验(图1 -c)。HIPPA旨在提供更具竞争力和乐趣的标签玩家体验。
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HIPPA: Smart Wearables for Enriching the Gameplay of a Traditional Tag Game
Nowadays children are more and more focused on playing social games with their peers through technological devices staying most of the time immobile indoors. Pervasive games and location-based mobile games, such as Pokémon Go, have a stand against this negative phenomenon as gameplay takes place outdoors with the city as the game arena. However, there are still many possibilities to encourage children to actually play together outdoors and simultaneously challenge themselves to fitness gain via physical exercise as they used to do in the traditional social outdoor games, such as tag game. In this work in progress paper, we aim on adding challenge to the gameplay as well as enriching the haptic player and social experience of the tag game by design, crafting and implementation of a two-piece social gaming wearable, HIPPA (figure 1 a-c). HIPPA is aimed to offer a more competitive and fun tag player experience.
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