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ABSTRACT
Augmented game environments use unobtrusively embedded technology to augment traditional games with virtual information and novel interaction capabilities. This article establishes and discusses a set of guidelines for designing and implementing such environments, based on our experiences in creating digital augmentations of existing play environments. We suggest a two-step process comprised of game flow virtualization and physical artifact augmentation to create augmented game environments based on existing table top games. We will then demonstrate how these guidelines can be put to practice by presenting the augmented version of a miniature war game.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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