Designing Unconventional Use of Conventional Displays in Games: Some Assembly Required

Authors

  • William Goddard
  • Alexander Muscat

Keywords:

game design, co-located play, social play, socio-spatial, embodied interaction, magic circle

Abstract

Game design is experiencing a renewed interest in co-located games and the social play it facilitates. Specifically, public settings such as game exhibitions and parties are the host of games with unique experiences supported in part by custom and unconventional hardware design. These installations of custom hardware can create barriers for distribution and facilitation. However, it is possible to create both similar and novel and installation-like experiences with ephemeral DIY-installations. We investigate two games that create such novel experiences. These games explore ephemeral installation design through the unconventional use of displays, but using only conventional and commercially available hardware. Our investigation reveals six themes, providing an understanding of how to utilize this design space related to the social, spatial, and tangible aspects of these game designs, such as creating movement and aggregated spectatorship. We present unconventional use of videogame hardware in public settings as an underexplored design space.

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Published

2016-01-01

Bibtex

@Conference{digra769, title ="Designing Unconventional Use of Conventional Displays in Games: Some Assembly Required", year = "2016", author = "Goddard, William and Muscat, Alexander", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/769}", booktitle = "Proceedings of DiGRA/FDG 2016 Conference"}