Augmenting trading card game with empathetic virtual characters

Mizuki Sakamoto, Tatsuo Nakajima, Eiji Tokunaga, Todorka Alexandrova

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

In this paper, we present Augmented Trading Card Game that enhances remote trading card game play with virtual characters used in the stories of popular animations and games. We show some observations about the way players use the system, realizing the game, and what their feelings and impressions about the system are. The obtained results are useful to consider how to use empathetic virtual characters in the real world's activities for future information services.

Original languageEnglish
Title of host publicationHuman Centric Technology and Service in Smart Space, HumanCom 2012
Pages51-58
Number of pages8
DOIs
Publication statusPublished - 2012 Dec 13
Event2012 International Conference on Human-Centric Computing, HumanCom 2012 - Gwangju, Korea, Republic of
Duration: 2012 Sep 62012 Sep 8

Publication series

NameLecture Notes in Electrical Engineering
Volume182 LNEE
ISSN (Print)1876-1100
ISSN (Electronic)1876-1119

Conference

Conference2012 International Conference on Human-Centric Computing, HumanCom 2012
CountryKorea, Republic of
CityGwangju
Period12/9/612/9/8

Keywords

  • Empathy
  • Game design
  • Ideological metaphor
  • Virtual characters

ASJC Scopus subject areas

  • Industrial and Manufacturing Engineering

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    Sakamoto, M., Nakajima, T., Tokunaga, E., & Alexandrova, T. (2012). Augmenting trading card game with empathetic virtual characters. In Human Centric Technology and Service in Smart Space, HumanCom 2012 (pp. 51-58). (Lecture Notes in Electrical Engineering; Vol. 182 LNEE). https://doi.org/10.1007/978-94-007-5086-9_7