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From Screens to Devices and Tangible Objects: A Framework Applied to Serious Games Characterization Julian Alvarez, Sylvain Haudegond, Clémentine Havrez, Christophe Kolski, Yoann Lebrun, Sophie Lepreux, Aurélien Libessart - 2014

Informations

Support : Publications
Auteur(s) : Julian Alvarez, Sylvain Haudegond, Clémentine Havrez, Christophe Kolski, Yoann Lebrun, Sophie Lepreux, Aurélien Libessart
Editeur : In Interacting with games part, HCI International 2014, Springer, p.559 - 570
Date : 2014
Langue : Langue


Description

The accelerated progress being made with interactive devices (such as screens, cameras, joysticks and tangible objects) has triggered the develop- ment of new interaction methods for applications (e.g., body language, haptic feedback, etc.). Video games and Serious Games are being played on increa- singly innovative peripherals (e.g., Kinect, Wii Balance Board). These devices have generated new, intuitive forms of Human-Computer Interaction that are completely changing our usages. The purpose of this paper is to provide an overview of gaming technologies and suggest a framework for characterizing the role that screens play in these devices. This framework differentiates be- tween the various gaming elements (the gamers, the interactive devices and the entertaining and gamified applications). This framework is a tool to analyze the effects of device choice and configuration. This paper presents an evaluation of the characterization of 15 serious games. This evaluation will provide a glimpse of the potentialities of the framework with respect to suggested criteria as well as of the trends and potential developments in interactive media.

 

http://www.hcii2014.org/ 

https://link.springer.com/chapter/10.1007/978-3-319-07227-2_53 

 



Mots-clés : Objets tangibles, Ecrans, Dispositifs, Jeux vidéo, Serious game, Charactérisation