HIPPA: Smart Wearables for Enriching the Gameplay of a Traditional Tag Game

Magnus Sten Andersen, Oliver Rask Schmahl, Giovanna Galli, Paula Alavesa, Minna Pakanen

Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

Abstract

Nowadays children are more and more focused on playing social games with their peers through technological devices staying most of the time immobile indoors. Pervasive games and location-based mobile games, such as Pokémon Go, have a stand against this negative phenomenon as gameplay takes place outdoors with the city as the game arena. However, there are still many possibilities to encourage children to actually play together outdoors and simultaneously challenge themselves to fitness gain via physical exercise as they used to do in the traditional social outdoor games, such as tag game. In this work in progress paper, we aim on adding challenge to the gameplay as well as enriching the haptic player and social experience of the tag game by design, crafting and implementation of a two-piece social gaming wearable, HIPPA (figure 1 a-c). HIPPA is aimed to offer a more competitive and fun tag player experience.

Original languageEnglish
Title of host publicationCHI PLAY '22 : Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play
Number of pages7
PublisherAssociation for Computing Machinery, Inc.
Publication dateNov 2022
Pages31-37
ISBN (Electronic)9781450392112
DOIs
Publication statusPublished - Nov 2022
Event9th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2022 - Bremen, Germany
Duration: 2 Nov 20225 Nov 2022

Conference

Conference9th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2022
Country/TerritoryGermany
CityBremen
Period02/11/202205/11/2022
SponsorACM SIGCHI

Keywords

  • Design process
  • Interaction modalities
  • Tag game
  • Wearables

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