Abstract
What are the connection points between the digital and physical worlds? With the rise of the Internet of Things (IoT) and ever-immersive gameplay, we are increasingly bridging the perceptible world of everyday items with the intangible possibilities of the digital realm. This chapter explores the intersection of the physical and digital realms through the design and creation of Two Bit Circus’ novel games.
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Cutbirth E (2015) Key findings. Unpublished manuscript
Glei J, Belsky S (2011) Brainstorming 2.0: making ideas that really happen. http://99u.com/articles/6993/brainstorming-20-making-ideas-that-really-happen. Accessed 15 June 2015
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Lemle, E., Bomkamp, K., Williams, M.K., Cutbirth, E. (2015). At the Intersection of Digital and Physical Play: The Lifecycle of a Two Bit Circus Game. In: Two Bit Circus and the Future of Entertainment. SpringerBriefs in Computer Science. Springer, Cham. https://doi.org/10.1007/978-3-319-25793-8_2
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DOI: https://doi.org/10.1007/978-3-319-25793-8_2
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Online ISBN: 978-3-319-25793-8
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