Designing future social wearables with live action role play (larp) designers

E Márquez Segura, J Fey, E Dagan… - Proceedings of the …, 2018 - dl.acm.org
Designing wearable technology that supports physical and social engagement in a
collocated setting is challenging. In this research, we reached out to an expert community of …

Designing'True Colors' A Social Wearable that Affords Vulnerability

E Dagan, E Márquez Segura… - Proceedings of the …, 2019 - dl.acm.org
Vulnerability is a common experience in everyday life and is frequently perceived as a flaw
to be excised in technology design. Yet, research indicates it is an essential aspect of …

Extracting design guidelines for wearables and movement in tabletop role-playing games via a research through design process

OT Buruk, O Özcan - Proceedings of the 2018 CHI Conference on …, 2018 - dl.acm.org
We believe that wearables and movement are perfect fit for enhancing tabletop role-playing
(TTRPG) experience, since they can provide embodied interaction, are perceived as …

A design framework for playful wearables

OO Buruk, K Isbister, TJ Tanenbaum - Proceedings of the 14th …, 2019 - dl.acm.org
Deployment of wearables for games has attracted the interest of designers and researchers
both in academia and industry. However, few of these projects treat wearables as an integral …

[PDF][PDF] Towards the next generation of gaming wearables

MS Oğuz'Oz'Buruk, N Xi, T Nummenmaa… - Proceedings of the …, 2021 - drive.google.com
Recent studies on gaming wearables show that wearables can contribute to the gaming
experience by bolstering performativity, facilitating social interaction, and accommodating …

Why Larp?! A Synthesis Paper on Live Action Roleplay in Relation to HCI Research and Practice

K Johansson, R Robinson, J Back… - ACM Transactions on …, 2024 - dl.acm.org
Live action roleplay (larp) has a wide range of applications, and can be relevant in relation
to HCI. While there has been research about larp in relation to topics such as embodied …

DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication Technology

E Stemasov, T Wagner, A Askari, J Janek… - Proceedings of the CHI …, 2024 - dl.acm.org
Hybrid board games (HBGs) augment their analog origins digitally (eg, through apps) and
are an increasingly popular pastime activity. Continuous world and character development …

Towards the next generation of gaming wearables

OO Buruk, M Salminen, N Xi, T Nummenmaa… - Proceedings of the …, 2021 - dl.acm.org
Recent studies on gaming wearables show that wearables can contribute to the gaming
experience by bolstering performativity, facilitating social interaction, and accommodating …

Firefly: A social wearable to support physical connection of larpers

L Vanhée, E Márquez Segura, K Isbister - Extended Abstracts of the …, 2018 - dl.acm.org
The Firefly is a wearable designed to encourage the physical and emotional connection of
players of a larp (live action role play game). It is worn as a bracelet whose color changes …

Socially distanced games: Exploring the future opportunities of remote play

A Ramirez Gomez, K Stawarz - Extended Abstracts of the 2022 Annual …, 2022 - dl.acm.org
Playing games with friends and family provided a way to stay connected and deal with
isolation during the COVID-19 pandemic. However, restrictions introduced to co-located …