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The rise of smartphones, tablets, and a diversity of casual and hardcore gaming platforms now means that there are a variety of places where an interested gamer can consume a game brand. It is increasingly likely that a player will have multiple of these devices and will use them all for gameplay. What are the ramifications that this new reality has on the development of a successful game brand? If you assume that a player is going to want to play the game on different platforms, how can you leverage the game properly for each market and technology? How should the different implementations relate? Where is a simple port needed, and where you need a completely new design? This panel explores the current experimentation and the future possibilities inherent with cross-platform game release.
The rise of smartphones, tablets and social gaming has led to an explosion of mobile gamers. Just as Angry Birds and Farmville took mainstream gaming away from the console, the rise of mixed and augmented reality – where virtual worlds interact with physical objects – is already forming the next epoch of play. As an emerging area of gaming, mixed reality finds a new load of challenges for both the creators and the user as a consumer. Falling within a spectrum between the real world and digital world, mixed reality is an undiscovered spot that will quickly find its way on the rise.
by Syed Salahuddin, Matt Parker, Katherine Isbister and Diane Tucker
All the major game consoles now have movement sensors, as do most smart phones, and cameras capable of motion detection are everywhere in our daily lives. Taking full advantage of this radical change in input possibilities requires an equally radical shift in design thinking and aims. Our panel will show and discuss examples of playful movement-based experiences on a range of platforms that take on challenges such as reducing math anxiety, building trust and connection, and making login so pleasurable we *want* to do it often. The panel includes three researcher/designers with experience building and writing about/discussing movement-based interaction, and a moderator who manages one of NYC’s best-known independent game venues. Why does movement design matter for everyday interface design?
9th–13th March 2012