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Paper Review: Playable character: extending digital games into the real world

  • Writer: Larry Powell
    Larry Powell
  • May 10, 2024
  • 2 min read

Paper Reference:

Jason Linder and Wendy Ju. 2012. Playable character: extending digital games into the real world. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '12). Association for Computing Machinery, New York, NY, USA, 2069–2078. https://doi.org/10.1145/2207676.2208356


Summary:

Linder and Ju (2012) explore the development of research probe games aimed at bridging the gap between digital gaming and real-world activities. The study delves into the integration of real-world experiences into digital game systems, aiming to enable players to engage in gameplay based on their physical location and activities. The authors developed several game prototypes and conducted user testing to evaluate their efficacy. The prototypes encompassed four distinct styles: Gamification, Alternate Reality Games, Location-based Games, and Serious Games. Despite potential shortcomings in gameplay enjoyment, participants displayed enthusiasm for engaging with the games. This response suggests promising avenues for enhancing the design and implementation of real-world gaming experiences in the future.



Thoughts of paper: 

In their research paper titled "Playable Character: Extending Digital Games into the Real World" (Linder & Ju, 2012), the authors employed quantitative subjective measurements to assess the integration of digital games with real-world experiences. Ten volunteers were recruited to engage with various games and subsequently provide feedback by opening sealed folded cards containing tailored questions. These inquiries delved into participants' strategies and emotional responses towards the games, with each game necessitating distinct queries tailored to its connection with real-world contexts.


I found the paper intriguing, particularly the innovative games presented within it. The concepts were engaging, and I would eagerly participate in playing them given the opportunity. However, as the games are still in the testing phase, their release may be some time away. Nonetheless, the paper significantly contributes to the evolution of game design, especially in terms of bridging the gap between virtual and real-world experiences. The experiments conducted shed valuable light on how these games might fare upon release into real-world settings. Overall, I found the paper insightful and am hopeful for the eventual release of these games.


Future work:

Future work stemming from Linder and Ju's research could explore the integration of augmented reality (AR) and virtual reality (VR) technologies to further blur the boundaries between digital games and the real world. By leveraging AR and VR, players could immerse themselves in gameplay experiences that seamlessly blend with their physical surroundings, allowing for richer and more interactive gameplay interactions. Additionally, advancements in wearable technology, such as haptic feedback suits and motion-tracking devices, could enhance players' sensory experiences, enabling them to feel and interact with virtual elements as if they were tangible objects in the real world.


In terms of real-world applications, the concepts presented in Linder and Ju's paper could be utilized to develop innovative educational and training programs. By gamifying learning experiences and simulating real-world scenarios, educators and trainers could engage learners more effectively and provide them with hands-on, experiential learning opportunities. Furthermore, the integration of playable characters into real-world contexts could facilitate rehabilitation and therapy processes by making mundane exercises more engaging and enjoyable for patients, ultimately improving their motivation and adherence to treatment regimens.

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