ABSTRACT

EXECUTIVE SUMMARY e research presented in this chapter focuses on the study of the advantages and disadvantages of tangible interfaces applied to video games as compared to graphical interfaces. Our work starts from the assumption that tangible interaction (TI) can improve the game immersion, exploiting natural aordances of physical objects and lessening the cognitive eort needed to manipulate graphical interfaces. To validate this hypothesis, the chapter describes the implementation and evaluation of the Radiant2, a tangible interface to a digital game. e Radiant2 is an augmented game board: the user interacts with a computer screen by placing tangible blocks on the board and manipulating them. To study how specic interactive features of TI may inuence the game experience, we conducted a comparative evaluation of the Radiant2 with its digital version implemented on a tablet (N = 29). e experience of the users has been assessed through the game experience questionnaire (GEQ) (IJsselsteijn et al. 2008), semistructured interviews, and direct observation. Results suggested that TI provides a higher level of sensory and imaginative immersion, competence, positive eect, and experience. On the other hand, there was no signicant impact on ow, challenge, negative eect, and tiredness. ese results support the potential of TI for video games design and suggest new design trajectories for the eld.