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Game 2.0 and beyond: an interaction design approach to digital game evolution

Published: 03 November 2008 Publication History

Abstract

In this research, the authors discuss the evolution of video games from the viewpoint of interaction design. It is argued that recent video games are qualitatively different from earlier video games in their use of multiple user layers and novel domains. These qualitatively different newer games are referred to as Game 2.0, with older games being referred to as Game1.0. Appropriate design of interactions is presented as a key issue in Game 2.0 development. The relationship between game interfaces and computer interfaces is also considered.

References

[1]
Top 30 ranking of Video game sales in Japan (Famitsu) http://www.famitsu.com/game/rank/top30/1213339_1134.html (in Japanese).
[2]
Hearing on Wii Fit by Nintendo CEO: http://wii.com/jp/articles/wii-fit/ (in Japanese).
[3]
Norman, D. A. (2004) Emotional Design. Basic Books.
[4]
Yasumura, M., Kodama, A., Watanabe, K., Nagata, S. (2006) Human Interface 2.0: Next generation Human Interface -- Its Challenge and the Future. IPSJ SIG-HI (in Japanese).
[5]
Yasumura, M. (2006) Programming 2.0: For the Construction of User oriented Programming Environment. IPSJ Summer Symposium (in Japanese).
[6]
Crawford, C. (2002) The Art of Interactive Design. No Starch Press.
[7]
Norman, D. A. (1988) The Psychology of Everyday Things. Basic Books.
[8]
Norman, D. A. (2007) The Design of Future Things. Basic Books.

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  1. Game 2.0 and beyond: an interaction design approach to digital game evolution

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    cover image ACM Other conferences
    Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, Share
    November 2008
    297 pages
    ISBN:9781605582184
    DOI:10.1145/1496984
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 03 November 2008

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    Author Tags

    1. game 2.0
    2. interaction design
    3. video games

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    FuturePlay08
    FuturePlay08: FuturePlay 2008 Academic Games Conference
    November 3 - 5, 2008
    Ontario, Toronto, Canada

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