2014
DOI: 10.26503/todigra.v1i3.19
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Game Design in an Internet of Things

Abstract: Whilst no consensus yet exists on how the Internet of Things will be realised, a global infrastructure of networked physical objects that are readable, recognizable, locatable, addressable and controllable is undoubtedly a compelling vision. Although many implementations of the Internet of Things have presented these objects in a largely ambient sensing role, or providing some form of remote access/control, in this paper we consider the emerging convergence between games and the Internet of Things. This can be… Show more

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Cited by 10 publications
(3 citation statements)
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“…In particular, the work reported in this paper is part of the activities that are being carried out to create a platform for mixed reality gaming in instrumented environments. The platform exploits the concept of phygital gaming, which is the idea to merge the physical world and a digital game environment with the aim to create the "perception" of a unified reality where people, robots and digital objects can interact seamlessly in various ways (a brief history of phygital gaming and of so-called physically interactive robogames is provided in [15] and [16]). The platform is designed to project a dynamic playground on the floor, where virtual elements can ultimately be drawn.…”
Section: Introductionmentioning
confidence: 99%
“…In particular, the work reported in this paper is part of the activities that are being carried out to create a platform for mixed reality gaming in instrumented environments. The platform exploits the concept of phygital gaming, which is the idea to merge the physical world and a digital game environment with the aim to create the "perception" of a unified reality where people, robots and digital objects can interact seamlessly in various ways (a brief history of phygital gaming and of so-called physically interactive robogames is provided in [15] and [16]). The platform is designed to project a dynamic playground on the floor, where virtual elements can ultimately be drawn.…”
Section: Introductionmentioning
confidence: 99%
“…While Skylanders, Disney Infinity, and Amiibo are arguably the most notable examples of game objects, there are also a number of 'app toys' appearing such as LEGO's Life of George, Disney's App Mates and the YetYet from Totoya Creatures. This focus on the object produces a number of very interesting effects such as: blurring the boundary between toys and games; expanding existing modes of game play to the physical world; providing the opportunity for physical play outside the game (Coulton, Burnett, Gradinar, Gullick, and Murphy 2014). Thus while these objects have a control element, they have value beyond being simply a game controller.…”
Section: Introductionmentioning
confidence: 99%
“…In the final stage, they will help design playful hybrid physical/digital or Phygital (Coulton, Playful and gameful design for the Internet of Things, 2015). Note that the term phygital is used as a way of emphasizing a class of objects that have not simply had some digital functionality embedded within then but are connected devices whose functionality and operation is designed to exist simultaneously in both virtual and physical space (Coulton, Burnett, Gradinar, Gullick, & Murphy, 2014). It is envisioned that phygital objects will enable the young researchers to spread their stories to a wider audience in ways that go beyond traditional computers, tablets, and phones.…”
Section: Introductionmentioning
confidence: 99%