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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 SpringerBriefs in Computer Science book series (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.

Keywords

Game Play Game Design Physical Play Single Board Computer Digital Element 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

  1. Cutbirth E (2015) Key findings. Unpublished manuscriptGoogle Scholar
  2. 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

Copyright information

© The Author(s) 2015

Authors and Affiliations

  1. 1.Two Bit CircusLos AngelesUSA
  2. 2.Solve for PatternLos AngelesUSA
  3. 3.Los AngelesUSA

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