Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology 2006
DOI: 10.1145/1178823.1178845
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Wizard's apprentice gameplay-oriented design of a computer-augmented board game

Abstract: This paper describes the prototype Wizard's Apprentice, a computer-augmented board game. Unlike many previous examples from research, which use board games as a means to explore technology, the game was developed from the starting point of gameplay design goals. The paper reports upon how the different starting point required iteration between the various design disciplines involved. The game and the design within the various disciplines are described together with sections on how results from one discipline a… Show more

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Cited by 14 publications
(3 citation statements)
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“…Makansi (2001) designed a board game for learners to realize the nuclear power plant construction, which includes planning, employee recruit, equipment purchase and employee training. Peitz, Björk, and Jäppinen (2006) designed a Wizard's Apprentice board game, and they found computer supported board game is more attractive than traditional board game. Bekir, Cable, Hashimoto, and Katz (2001) propose the board game integrating Engineering Ethics.…”
Section: Related Workmentioning
confidence: 99%
“…Makansi (2001) designed a board game for learners to realize the nuclear power plant construction, which includes planning, employee recruit, equipment purchase and employee training. Peitz, Björk, and Jäppinen (2006) designed a Wizard's Apprentice board game, and they found computer supported board game is more attractive than traditional board game. Bekir, Cable, Hashimoto, and Katz (2001) propose the board game integrating Engineering Ethics.…”
Section: Related Workmentioning
confidence: 99%
“…However, most computer-augmented games have been developed within academia. Recently created computer-augmented board games have been using the board to create more interactive game sessions among players (Peitz et al 2006) and to enhance the interaction between the virtual and physical world (Bohn 2004). Tse et al (2007) recognised also that the game board offers a more ergonomic environment for collaboration.…”
Section: Computer Augmentation For Enhancing Learningmentioning
confidence: 99%
“…ACE'07, June 13-15, 2007 actively or passively to changing social environments. Based upon this perspective it takes an open approach to technology, looking at augmented board games [22,23] for the first half of the showcase and at mobile phone games for the second half. Given that dedicated or hardcore gamers typically plan their game sessions to minimize disturbances including social encounters (with the exception of those within the game context), this target audience has consciously been avoided in Socially Adaptable Games.…”
Section: Introductionmentioning
confidence: 99%