Publication | Closed Access
Pre-patterns for designing embodied interactions in handheld augmented reality games
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2011
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Unknown Venue
The game industry and related research communities have shown a surge of interest in reality-based interfaces that create “embodied” game play experiences. Handheld AR (HAR) is a reality-based interface that renders digital objects onto a player's perception of the physical world. HAR creates a hybrid space in which players can leverage their existing physical and social skills to interact with the game system and with each other. Although HAR has received some attention in the world of handheld gaming, there is little research that summarizes and communicates design principles and implications across multiple examples. In this paper, we analyze and generate design lessons from dozens of HAR games, drawn from academic and commercial AR games, and also our years of experience designing and teaching HAR game design. We summarize our experience in this new field into a set of design “pre-patterns” as a means of formalizing significant design lessons derived from these existing practices into repeatable principles and solutions. We contribute to both the game and interaction design communities with pre-patterns that support embodied game play.
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