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 publicationDesign, User Experience, and Usability
Subtitle of host publicationHealth, Learning, Playing, Cultural, and Cross-Cultural User Experience - Second Int. Conference, DUXU 2013, Held as Part of HCI Int. 2013, Proceedings
Pages587-596
Number of pages10
EditionPART 2
DOIs
Publication statusPublished - 2013 Aug 1
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, United States
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)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference2nd 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
CountryUnited States
CityLas Vegas, NV
Period13/7/2113/7/26

Keywords

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

ASJC Scopus subject areas

  • Theoretical Computer Science
  • Computer Science(all)

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  • Cite this

    Sakamoto, M., & Nakajima, T. (2013). Augmenting Yu-Gi-Oh! Trading card game as persuasive transmedia storytelling. In Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience - Second Int. Conference, DUXU 2013, Held as Part of HCI Int. 2013, Proceedings (PART 2 ed., 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