Augmenting Yu-Gi-Oh! Trading card game as persuasive transmedia storytelling

Mizuki Sakamoto, Tatsuo Nakajima

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

    2 Citations (Scopus)

    Abstract

    In this paper, we present Augmented Trading Card Game that enhances remote trading card game play with virtual characters used in the fictional stories of popular animations and games. We show our observations about the way players use the system, realizing the game, and what their feelings and impressions about the game are. We believe the obtained results would be useful to consider how to use empathetic virtual characters and the fictional story that the characters are used in, in the real world activities for future information services. We also discuss how our approach can be extended to design a new type of transmedia storytelling by considering Augmented Trading Card Game as one form of transmedia storytelling. From the experiences we propose a framework for designing transmedia story telling aiming to change people's attitude and behavior named persuasive transmedia storytelling. The framework called value-based design framework is a first step to design persuasive transmedia storytelling.

    Original languageEnglish
    Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    Pages587-596
    Number of pages10
    Volume8013 LNCS
    EditionPART 2
    DOIs
    Publication statusPublished - 2013
    Event2nd International Conference on Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience, DUXU 2013, Held as Part of 15th International Conference on Human-Computer Interaction, HCI Int. 2013 - Las Vegas, NV
    Duration: 2013 Jul 212013 Jul 26

    Publication series

    NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    NumberPART 2
    Volume8013 LNCS
    ISSN (Print)03029743
    ISSN (Electronic)16113349

    Other

    Other2nd International Conference on Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience, DUXU 2013, Held as Part of 15th International Conference on Human-Computer Interaction, HCI Int. 2013
    CityLas Vegas, NV
    Period13/7/2113/7/26

    Fingerprint

    Storytelling
    Game
    Virtual Characters
    Information services
    Animation
    Information Services
    Design
    Framework

    Keywords

    • Augmented Reality
    • Storytelling
    • Trading Card Game
    • Virtual Character

    ASJC Scopus subject areas

    • Computer Science(all)
    • Theoretical Computer Science

    Cite this

    Sakamoto, M., & Nakajima, T. (2013). Augmenting Yu-Gi-Oh! Trading card game as persuasive transmedia storytelling. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (PART 2 ed., Vol. 8013 LNCS, pp. 587-596). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 8013 LNCS, No. PART 2). https://doi.org/10.1007/978-3-642-39241-2-64

    Augmenting Yu-Gi-Oh! Trading card game as persuasive transmedia storytelling. / Sakamoto, Mizuki; Nakajima, Tatsuo.

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 8013 LNCS PART 2. ed. 2013. p. 587-596 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 8013 LNCS, No. PART 2).

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

    Sakamoto, M & Nakajima, T 2013, Augmenting Yu-Gi-Oh! Trading card game as persuasive transmedia storytelling. in Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). PART 2 edn, vol. 8013 LNCS, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), no. PART 2, vol. 8013 LNCS, pp. 587-596, 2nd International Conference on Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience, DUXU 2013, Held as Part of 15th International Conference on Human-Computer Interaction, HCI Int. 2013, Las Vegas, NV, 13/7/21. https://doi.org/10.1007/978-3-642-39241-2-64
    Sakamoto M, Nakajima T. Augmenting Yu-Gi-Oh! Trading card game as persuasive transmedia storytelling. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). PART 2 ed. Vol. 8013 LNCS. 2013. p. 587-596. (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); PART 2). https://doi.org/10.1007/978-3-642-39241-2-64
    Sakamoto, Mizuki ; Nakajima, Tatsuo. / Augmenting Yu-Gi-Oh! Trading card game as persuasive transmedia storytelling. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 8013 LNCS PART 2. ed. 2013. pp. 587-596 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); PART 2).
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