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Steering Gameplay Behavior in 
the Interactive Tag Playground 
Robby van Delden, Alejandro Moreno, Ronald Poppe, Dennis Reidsma, Dirk Heylen 
Opportunities for learning 
with ambient play. 
CreaTe 
a better world 
van Delden, University of Twente 1
Related work 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente 
2 
Steering Interaction Tempo in interactive slide 
(Landry and Pares 2009)
Interactive tag playground 
3 
Fun, exhausting, social, played around the world 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Interactive tag playground 
4 
tagger 
runner 
Technology mediated ambient play 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Interactive tag playground - setup 
5 
Depth channel 4 Kinects, 2 Projectors, 
2 PCs, playing field 6 x 7 m 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Children playing tag 
6 
Well defined patterns, skill differences 
and disengagement at times 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Steering: targets, balancing and 
positions 
7 
Arrows, adaptive size and power-ups 
? 
? 
? 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
User tests 
8 
Within subject, 4 x 2 minutes, 
32 participants, discussion afterwards 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
General findings 
71% power-ups, 
21% adaptive circles 
8% the normal one 
“sweaty, hot, tiring, exhausting, good exercise, interesting, cool, fun and innovative” 
9 
Tracking shoulder 
to shoulder 
Lag 
Bug or feature? 
Enjoyed, exhausting, opportunities for 
technical improvements, 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Variation 1: Arrows 
10 
H1: A player with an arrow pointing at 
him/her is tagged more 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Arrows results 
11 
Possibilities: 
increase movement 
re-engage players 
balancing 
Significant effect 
P < 0.05 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Variation 2: Adaptive circles 
12 
H2: The variation, per group, in the duration of each player being a 
tagger, is lower for the adaptive game than for the standard game. 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Adaptive circles results 
13 
P < 0.05 
Adaptive ITP 
% being tagger 
Normal ITP 
% being tagger 
Possibilities: 
suitable for differently skilled players 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Variation 3: Power-Ups 
14 
Minions, grow/shrink, shield 
H3A: Locations visited by the runners change structurally in the power-ups 
game, runners will be near the middle of the playing field more often. 
H3b: Locations visited by the taggers change structurally in the power-ups game, 
taggers will be near the edges of the playing field more often. 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Power-Ups results 
15 
Normal Adaptive 
“Possibilities” 
Re-engagement 
Position in other implementation 
No convincing effects, 
nonetheless 85 of 96 were collected 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Conclusions and future work 
16 
influence decision by arrows 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Conclusions and future work 
17 
FW: influence decision by adaptive arrows 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Conclusions and future work 
18 
influence decision by arrows 
balance the time one is tagger 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Conclusions and future work 
19 
influence decision by arrows 
FW: balance the tag game for children 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Conclusions and future work 
20 
influence decision by arrows 
balance the time one is tagger 
current power-ups had no effect on 
distribution of positions 
power-ups version was liked often 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Conclusions and future work 
21 
influence decision by arrows 
balance the time one is tagger 
FW: A power-up that has effect 
FW: Adaptive placement of power-ups 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Conclusions and future work 
22 
influence decision by arrows 
balance the time one is tagger 
current power-ups had no effect on 
distribution of positions 
power-ups version was liked often 
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe, Reidsma and Heylen 
University of Twente
Steering Gameplay Behavior in 
the Interactive Tag Playground 
van Delden, Moreno, Poppe Reidsma and Heylen 
University of Twente 
23

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Steering gameplay behavior in the interactive tag playground

  • 1. Steering Gameplay Behavior in the Interactive Tag Playground Robby van Delden, Alejandro Moreno, Ronald Poppe, Dennis Reidsma, Dirk Heylen Opportunities for learning with ambient play. CreaTe a better world van Delden, University of Twente 1
  • 2. Related work Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente 2 Steering Interaction Tempo in interactive slide (Landry and Pares 2009)
  • 3. Interactive tag playground 3 Fun, exhausting, social, played around the world Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 4. Interactive tag playground 4 tagger runner Technology mediated ambient play Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 5. Interactive tag playground - setup 5 Depth channel 4 Kinects, 2 Projectors, 2 PCs, playing field 6 x 7 m Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 6. Children playing tag 6 Well defined patterns, skill differences and disengagement at times Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 7. Steering: targets, balancing and positions 7 Arrows, adaptive size and power-ups ? ? ? Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 8. User tests 8 Within subject, 4 x 2 minutes, 32 participants, discussion afterwards Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 9. General findings 71% power-ups, 21% adaptive circles 8% the normal one “sweaty, hot, tiring, exhausting, good exercise, interesting, cool, fun and innovative” 9 Tracking shoulder to shoulder Lag Bug or feature? Enjoyed, exhausting, opportunities for technical improvements, Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 10. Variation 1: Arrows 10 H1: A player with an arrow pointing at him/her is tagged more Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 11. Arrows results 11 Possibilities: increase movement re-engage players balancing Significant effect P < 0.05 Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 12. Variation 2: Adaptive circles 12 H2: The variation, per group, in the duration of each player being a tagger, is lower for the adaptive game than for the standard game. Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 13. Adaptive circles results 13 P < 0.05 Adaptive ITP % being tagger Normal ITP % being tagger Possibilities: suitable for differently skilled players Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 14. Variation 3: Power-Ups 14 Minions, grow/shrink, shield H3A: Locations visited by the runners change structurally in the power-ups game, runners will be near the middle of the playing field more often. H3b: Locations visited by the taggers change structurally in the power-ups game, taggers will be near the edges of the playing field more often. Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 15. Power-Ups results 15 Normal Adaptive “Possibilities” Re-engagement Position in other implementation No convincing effects, nonetheless 85 of 96 were collected Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 16. Conclusions and future work 16 influence decision by arrows Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 17. Conclusions and future work 17 FW: influence decision by adaptive arrows Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 18. Conclusions and future work 18 influence decision by arrows balance the time one is tagger Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 19. Conclusions and future work 19 influence decision by arrows FW: balance the tag game for children Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 20. Conclusions and future work 20 influence decision by arrows balance the time one is tagger current power-ups had no effect on distribution of positions power-ups version was liked often Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 21. Conclusions and future work 21 influence decision by arrows balance the time one is tagger FW: A power-up that has effect FW: Adaptive placement of power-ups Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 22. Conclusions and future work 22 influence decision by arrows balance the time one is tagger current power-ups had no effect on distribution of positions power-ups version was liked often Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe, Reidsma and Heylen University of Twente
  • 23. Steering Gameplay Behavior in the Interactive Tag Playground van Delden, Moreno, Poppe Reidsma and Heylen University of Twente 23