Abstract
We reflect on our experiences using an experimental platform for rapidly prototyping physical control configurations for multiplayer games. We describe how the architecture permits novel forms of collaborative play through the combination and configuration of basic tangible/physical building blocks, the deep integration between physical and virtual objects, and flexibility in how physical and virtual spaces are mapped onto each other. We also identify three important limitations of the architecture that became apparent through our prototyping efforts.
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Reilly, D. et al. (2011). Toward a Framework for Prototyping Physical Interfaces in Multiplayer Gaming: TwinSpace Experiences. In: Anacleto, J.C., Fels, S., Graham, N., Kapralos, B., Saif El-Nasr, M., Stanley, K. (eds) Entertainment Computing – ICEC 2011. ICEC 2011. Lecture Notes in Computer Science, vol 6972. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-24500-8_58
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DOI: https://doi.org/10.1007/978-3-642-24500-8_58
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-24499-5
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