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DiGRA
Distilling the key insights…
This paper from Georgia Institute of Technology examines handheld augmented reality (HAR) games, arguing that recent gains in mobile processing and graphics have made it possible to blend large-scale AR techniques with handheld game design. The authors contend that HAR games constitute a new genre whose tight coupling of virtual content with physical objects creates distinctive forms of interaction and play, and that existing frameworks from AR, mobile computing, and game design do not adequately account for them. Its central focus is self-contained, board-game-style "tabletop" HAR games.
The research draws on surveys, design portfolios, interviews, and playtests of more than a dozen tabletop HAR games created by the authors, analyzed from both design and user perspectives. From these data the authors identify common elements of play and how such applications merge physical and virtual realities. They also critically review HAR games produced in industry and academia to propose a design continuum for classifying existing titles and guiding new ones. The paper further outlines general principles for compelling HAR experiences and considers how these might extend to larger, open-ended outdoor play, while addressing technical and conceptual challenges facing designers and players.
Among the notable observations is that a shared physical space overlaid with a private virtual space enables asymmetric information, a feature rarely available in conventional digital games, and produces social interactions that parallel everyday face-to-face play. Beyond game design, the authors position their findings as contributions to HCI questions about interaction design and to broader discussions of technologically mediated experience, privacy, and control of information.