ct 15(5): e4

Research Article

Reinventing the Arcade: Computer Game Mediated Play Spaces for Physical Interaction

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  • @ARTICLE{10.4108/eai.20-10-2015.150098,
        author={A. M. Connor and J. Gavin},
        title={Reinventing the Arcade: Computer Game Mediated Play Spaces for Physical Interaction},
        journal={EAI Endorsed Transactions on Creative Technologies},
        volume={2},
        number={5},
        publisher={EAI},
        journal_a={CT},
        year={2015},
        month={10},
        keywords={Tangible interfaces, gaming, social play, game controllers.},
        doi={10.4108/eai.20-10-2015.150098}
    }
    
  • A. M. Connor
    J. Gavin
    Year: 2015
    Reinventing the Arcade: Computer Game Mediated Play Spaces for Physical Interaction
    CT
    EAI
    DOI: 10.4108/eai.20-10-2015.150098
A. M. Connor1,*, J. Gavin1
  • 1: Auckland University of Technology, Auckland, New Zealand
*Contact email: andrew.connor@aut.ac.nz

Abstract

This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper also argues and that there is potentially value in the creation of public play spaces to create opportunities to utilise both technology and body for the benefit of community culture and experiences through gaming. Co-located social gaming coupled with tangible interfaces offer alternative possibilities for the local video game scene. This paper includes a descriptive account of Rabble Room Arcade, an experimental social event combining custom-built tangible interface devices and multiplayer video games. The event was designed around games that promoted a return to simplicity through the use of unique tangible controllers to allow casual gamers to connect to the game and to each other, whilst also transforming the event into a spectacle.