We present Re-Twist, a digitally augmented version of Twister. We introduce the element of time and score in Re-Twist by using a pressure-sensitive Twister mat that communicates with a projected screen. To investigate the effect of digital augmentation, we conducted a comparative study between the original Twister and Re-Twist. 81% of 16 participants preferred Re-Twist over the original Twister because of increased competition and urgency created by digital augmentation. We discuss the effect of digital augmentation on the competition, social, and challenge aspect of the game. This can guide new ways of game design by relooking at similar augmentation of other traditional games.

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Re-Twist: Evaluating Engagement in a Digitally Augmented Traditional Game

Aditi Singh, Joanie Ouellet, Victor Cheung

ACM Conference on Tangible, Embedded and Embodied Interactions TEI 2019, 2019