Playful Experiences Playing between Material and Digital Hybridex Project, Final Report Heikki Tyni Annakaisa Kultima Timo Nummenmaa Kati Alha Ville Kankainen Frans Mäyrä TRIM Research Reports: 19 University of Tampere ISSN 1799-2141 Hybrid Playful Experiences: Playing between Material and Digital Hybridex Project, Final Report Heikki Tyni, Annakaisa Kultima, Timo Nummenmaa, Kati Alha, Ville Kankainen & Frans Mäyrä ISBN (digital): 978-952-03-0081-4 ISBN (print): 978-952-03-0080-7 Layout and cover design: Annakaisa Kultima Illustrations: Jouni Peltokangas, Kati Alha, Annakaisa Kultima Photography: © 2016 Annakaisa Kultima, © 2016 Heikki Tyni Printed in Kopio Niini Finland Oy, Tampere 2016 6 Some of the future’s most important product innovations will be made at the borderline of physical and immaterial realities. New technologies enable development where immaterial products become materialized in novel ways, while material products and environment will be augmented with digital services. In this evolution immaterial, digital services will form multifaceted value networks with material products. The creative and playful design solutions and user cultures will form the basis for the utilization of these novel potentials in design of innovative and engaging experiences. 7 Table of Contents INTRODUCTION .......................................................................................................... 13 How to read this report...................................................................... 13 The emerging field of playful hybrids..................................................... 14 Hybridex research project: research areas............................................... 16 Cases............................................................................................. 17 Interviews......................................................................................... 17 Models............................................................................................ 18 Workshops....................................................................................... 18 Prototypes........................................................................................ 21 References....................................................................................... 21 1 CATALYSTS............................................................................................................. 23 1.1 Collection of catalysts for playful hybrids............................................................ 23 Technology related catalysts................................................................. 23 Games and game-related catalysts........................................................ 26 Social catalysts................................................................................. 31 1.2 Hybridity at fairs and conferences in 2013......................................................... 32 IFA Berlin 2013................................................................................ 32 Maker Faire Rome 2013..................................................................... 37 Spielwarenmesse 2013 (Nuremberg International Toy Fair)........................ 39 Game Developers Conference 2013....................................................... 41 1.3 The industry of playful hybrids........................................................................ 42 Large publishers and established franchises............................................. 43 Smaller hybrid studios........................................................................ 44 References....................................................................................... 45 2 CASES........................................................................................................... 47 2.1 Types of playful hybrids........................................................................ 47 Augmented reality play............................................................... 47 Advanced figure play................................................................. 48 Play on digital board................................................................. 50 App controlled toys.................................................................... 51 Sensor play............................................................................. 52 Smart toys.............................................................................. 53 Playful smart device covers......................................................... 54 Printable play........................................................................... 54 Other playful hybrids.................................................................. 56 Physical and material in games and early hybrid play ................... 56 2.2 Company-driven hybrids vs. customer-driven hybrid experiences..................... 61 World of Lego.......................................................................... 61 Beginning: computerization in toys and games................................. 61 Transmedia narratives................................................................. 62 Digital designing and material production......................................... 65 Recent computer games.............................................................. 65 Moving into hybrid worlds............................................................ 65 World of Blythe and friends........................................................ 67 Photoplay and art with dolls........................................................ 68 Poseable toys........................................................................... 71 Adult play................................................................................ 74 Digital communities..................................................................... 74 Material crafting and repurposing of objects..................................... 77 Dolls born in digital................................................................... 77 References............................................................................... 78 3 PATTERNS............................................................................................ 83 3.1 Collection of patterns for playful hybrids........................................................... 83 Synchronized/asynchronized hybrid play................................................. 83 Dependent/independent hybrid play....................................................... 84 Open/closed hybrid play..................................................................... 84 De-materialization and re-materialization................................................. 84 Born digital...................................................................................... 86 Digital anthropomorphism..................................................................... 86 Photoplay........................................................................................ 86 Digital games merchandising................................................................ 88 Tangible user interfaces...................................................................... 88 Mimetic interfaces............................................................................. 88 Appcessories.................................................................................... 91 Smartphone “slip-ins”........................................................................ 91 Wearable technology.......................................................................... 91 References...................................................................................... 92 4 MURMUR MODERATORS........................................................................ 95 Concept................................................................................... 96 Build....................................................................................... 96 First iteration............................................................................. 99 Second iteration.......................................................................... 101 Experiences with MurMur Moderators..................................................... 106 References....................................................................................... 106 5 HYBRIDEX PUBLICATIONS............................................................................ 109 Dimensions of Hybrid in Playful Products..................................................... 111 Material Culture and Angry Birds............................................................... 112 Understanding Smart Device Tabletop Games................................................. 113 MurMur Moderators, the Talking Playful Seats............................................... 114 ToDiGRA Special Issue: Physical and Digital in Games and Play....................... 115 Goofy Mus, Grumpy Mur and Dirty Muf: Talking, Playful Seats with Personalities............................................................... 116 On the Interplay of Two Worlds: A Case Study on Gameplay Experiences of Blood Bowl -Board Game and Its Digital Adaptations............... 117 Need to Touch, Wonder of Discovery, and Social Capital: Experiences with Interactive Playful Seats................................................... 118 Talking Playful Seats in a Presentation Environment........................................ 119 Emergence of the Industry of Playful Hybrids – The Developers’
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