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Defining second screen gaming: exploration of new design patterns

Published: 11 November 2014 Publication History

Abstract

New technologies have made the mobile phone to a multifunctional ally who accompanies many people in their everyday life. Smartphones and tablet PCs have also established new game settings. In this paper, we investigate a new trend utilizing smart devices as second screens that are added to gaming situations. We give a definition of Second Screen Gaming, and illuminate a special subcategory we call Smart Gaming. Further, we argue that there is a need for comprehensive design guidelines to integrate the second screen as a core part of the game design. Additionally, we have identified several challenges while designing such games and point out the opportunities for game designers in following this new trend. At the end of this work, three game prototypes are introduced as case studies, which demonstrate different aspects of Second Screen Gaming and thereby illustrate how innovative, engaging and highly social games can be created.

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ACE '14: Proceedings of the 11th Conference on Advances in Computer Entertainment Technology
November 2014
422 pages
ISBN:9781450329453
DOI:10.1145/2663806
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 11 November 2014

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Author Tags

  1. design guidelines
  2. design patterns
  3. digital games
  4. game design
  5. second screen
  6. smart devices
  7. smart gaming

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  • Research-article

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ACE '14

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ACE '14 Paper Acceptance Rate 36 of 90 submissions, 40%;
Overall Acceptance Rate 36 of 90 submissions, 40%

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  • (2019)Towards a Comprehensive Definition of Second ScreenProceedings of Mensch und Computer 201910.1145/3340764.3340781(167-177)Online publication date: 8-Sep-2019
  • (2017)Cross-device mediaPersonal and Ubiquitous Computing10.1007/s00779-017-1016-221:2(391-405)Online publication date: 1-Apr-2017
  • (2017)Praktiken der Second-Screen-Nutzung. Konzeptioneller Rahmen für die Analyse der Parallelnutzung von zwei BildschirmenKo-Orientierung in der Medienrezeption10.1007/978-3-658-14929-1_7(107-136)Online publication date: 31-Jan-2017
  • (2016)Designing Shared Virtual Reality Gaming Experiences in Local Multi-platform GamesEntertainment Computing - ICEC 201610.1007/978-3-319-46100-7_23(235-240)Online publication date: 20-Sep-2016
  • (2015)In sync with fair play!Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology10.1145/2832932.2832953(1-11)Online publication date: 16-Nov-2015
  • (2015)Applied Games – In Search of a New DefinitionEntertainment Computing - ICEC 201510.1007/978-3-319-24589-8_8(100-111)Online publication date: 1-Dec-2015

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