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Analyzing the Effects of Virtualizing and Augmenting Trading Card Game based on the Player’s Personality

Authors:
Mizuki Sakamoto
Todorka Alexandrova
Tatsuo Nakajima

Keywords: Virtualization and augmentation; Personality; Game design; Augmented reality; Scenarios-based analysis

Abstract:
In this paper, we focus on the Trading Card Game (TCG), which offers two versions of playing. One is the version of the TCG played with paper-based cards, and the other is the TCG played on a computer. We discuss the lost reality and the lost enjoyment by playing the computer based TCG compared to the paper based one. For analyzing the virtuality in the computer game, we propose a scenarios-based analysis based on the player’s personality. We believe that the personality analysis described in the paper is useful to analyze the human social relationships in various games and social media, and also clarifies the possible obstacles and reasons for dissatisfaction in using social media and playing computer based games for each type of personality. Our study also claims that computer technologies can solve the problems caused due to the virtuality introduced in a game by using augmented reality techniques. We present Augmented Trading Card Game (Augmented TCG), and describe the results of some experiments with it that show how some problems and pitfalls of the remote trading card game play on the Internet could be improved. We believe that the case study and the scenario analysis given in this paper would be useful to improve the current realizations of games.

Pages: 348 to 357

Copyright: Copyright (c) IARIA, 2013

Publication date: February 24, 2013

Published in: conference

ISSN: 2308-4138

ISBN: 978-1-61208-250-9

Location: Nice, France

Dates: from February 24, 2013 to March 1, 2013