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At the Intersection of Digital and Physical Play: The Lifecycle of a Two Bit Circus Game

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Part of the book series: SpringerBriefs in Computer Science ((BRIEFSCOMPUTER))

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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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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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-25791-4

  • Online ISBN: 978-3-319-25793-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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