Design of a new trading card for table-top augmented reality game environment

Author(s):  
Minh Nguyen ◽  
Wai Yeap ◽  
Steffan Hooper
Author(s):  
Saad Alqithami ◽  
Musaad Alzahrani ◽  
Abdulkareem Alzahrani ◽  
Ahmed Mostafa

The game developed uses real world map data to generate real world 3D environment in Augmented Reality (AR). This Real world Game developed represents a way of technology implemented in augmented reality which is used to play Multi player Role Play Game (RPG). The game can be played on two different modes like role playing or multi-player mode. This game system is made as multiplayer game on a role playing environment for specific player, in which every player has their own role playing in it. The entire real world game environment is loaded in AR on any of the object that acts as the marker in the real world environment. This game system is developed using the UNITY game engine for creating game environment and the environment itself is created using real world data obtained using Map box. Vuforia studio frame work is used for implementation of game environment in AR. C# programming language is used to program game play actions and environment generations and modifications in runtime.


2020 ◽  
Vol 27 (1) ◽  
pp. 1-30 ◽  
Author(s):  
Fabio Zambetta ◽  
William Raffe ◽  
Marco Tamassia ◽  
Florian ’Floyd‚ Mueller ◽  
Xiaodong Li ◽  
...  

2018 ◽  
Vol 116 ◽  
pp. 49-63 ◽  
Author(s):  
Alberto Ruiz-Ariza ◽  
Rafael Antonio Casuso ◽  
Sara Suarez-Manzano ◽  
Emilio J. Martínez-López

Author(s):  
Damien Hompapas ◽  
Christian Sandor ◽  
Alexander Plopski ◽  
Daniel Saakes ◽  
Dong Hyeok Yun ◽  
...  

Author(s):  
Anne-Marie Schleiner

Transnational Play makes a case for approaching gameplay as a global industry and set of practices that also includes diverse participation from players and developers located within the global South, in nations outside of the First World. Such participation includes gameplay in cafés, games for regional and global causes like environmentalism, piracy and cheats, localization, urban playful art in Latin America, and the development of culturally unique mobile games. This book offers a reorientation of perspective on global play, while still acknowledging geographically distributed socioeconomic, racial, gender, and other inequities. Over the course of the inquiry, which includes a chapter dedicated to the cartography of the mobile augmented reality game Pokémon Go, I develop a theoretical line of argument critically informed by gender studies and intersectionality, post-colonialism, geopolitics, and game studies. This book looks at who develops, localizes, and consumes games, problematizing play as a diverse and contested transnational domain.


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