Abstract
Head-Up Games attempt to combine the technological benefits of modern electronic games with the social and physical advantages of traditional games. To demonstrate this concept, a Head-Up Game for 9- to 11-year-old children was designed and developed iteratively, with an intensive involvement of children for play-testing. This paper describes and reflects on the game’s design process and the implications regarding the concept of Head-Up Games. The final game, Stop the Bomb, was found to be physically and socially stimulating, understood and enjoyed by the target group, and preferred over a non-electronic version of the game at first encounter.
Original language | English |
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Title of host publication | BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction, Liverpool, United Kingdom — September 01 - 05, 2008 |
Place of Publication | New York |
Publisher | Association for Computing Machinery, Inc |
Pages | 45-53 |
Volume | 1 |
ISBN (Electronic) | 978-1-906124-04-5 |
Publication status | Published - 1 Sept 2008 |
Event | 22nd BCS HCI Group Annual Conference on People and Computers : Culture, Creativity, Interaction, (BCS-HSI 08) - Liverpool, United Kingdom Duration: 1 Sept 2008 → 5 Sept 2008 |
Conference
Conference | 22nd BCS HCI Group Annual Conference on People and Computers : Culture, Creativity, Interaction, (BCS-HSI 08) |
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Country/Territory | United Kingdom |
City | Liverpool |
Period | 1/09/08 → 5/09/08 |
Keywords
- head-up game
- design for children
- pervasive technology
- design
- Human factors