Bringing Direct Social Interaction to Computer Games

Bachlor thesis at Medialogy: Bringing Direct Social Interaction to Computer Games.

In this project we did a lot of research in the social factors in play and gaming. We established a framework for describing the immersive factors in a game and tested the framework with a computer augmented card game that displayed the players’ stats in a pseudo–holographic display, which enabled face–to–face communication while following the displayed stats.

How can we improve the advantages of a board game with the technologies provided by a computer?

When the tendency of playing games becomes an asocial thing, it is a scream to the developers to change the course.

The ever growing and impressive features of computer games have long suppressed the power of conventional games. The still fast development in technologies allow for still more extraordinary graphic engines. But what is happening to good old tabletop games.

We have delved into this aspect and investigated the relation between immersion and socialization as a method to create a relation between the idea of board games and the power of computers.

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