This paper identifies important requirements for second screen (game) companion apps. Participants were invited to create their own (board) game to play alongside a TV show. Afterwards they were interviewed about their experience. Analyses of the games and interviews lead to some valuable insights in what contributes to an engaging "TV game". Lessons learned include: using events on the TV show to influence the game, and striking the right balance between luck and skill elements.status: publishe
Second screen (2nd screen) applications are among the latest of the TV-industry’s innovations to ret...
Games have proven to be engaging tools for learning. Digital games dominate, but analog games are no...
TV is a medium with high penetration rates and has been suited to deliver informal education in seve...
This paper identifies important requirements for second screen (game) companion apps. Participants w...
International audienceAttention is a key concept for the design of second screen applications that a...
This paper intends to discuss the interdisciplinary and creative process of creating the board game ...
The growing success of tablets and smartphones has shifted the focus of the interactive TV industry ...
Educational games are a large and growing area of interest to educators, both within and beyond the ...
With the advent of devices such as tablets and smartphones, there has been a substantial impact on t...
Today, using second screen devices while watching TV is quite common, whether related to what happen...
More and more people watch TV with a second device in the nearby. They use it for many different rea...
In this paper, the concept of second screen applications designed for better television advertising ...
Location-based gaming (LBG) apps present many challenges to the design process. They have very diffe...
As technological devices surrounding the television are changing, so are viewers’ habits. When the i...
Second screen (2nd screen) applications are among the latest of the TV-industry’s innovations to ret...
Second screen (2nd screen) applications are among the latest of the TV-industry’s innovations to ret...
Games have proven to be engaging tools for learning. Digital games dominate, but analog games are no...
TV is a medium with high penetration rates and has been suited to deliver informal education in seve...
This paper identifies important requirements for second screen (game) companion apps. Participants w...
International audienceAttention is a key concept for the design of second screen applications that a...
This paper intends to discuss the interdisciplinary and creative process of creating the board game ...
The growing success of tablets and smartphones has shifted the focus of the interactive TV industry ...
Educational games are a large and growing area of interest to educators, both within and beyond the ...
With the advent of devices such as tablets and smartphones, there has been a substantial impact on t...
Today, using second screen devices while watching TV is quite common, whether related to what happen...
More and more people watch TV with a second device in the nearby. They use it for many different rea...
In this paper, the concept of second screen applications designed for better television advertising ...
Location-based gaming (LBG) apps present many challenges to the design process. They have very diffe...
As technological devices surrounding the television are changing, so are viewers’ habits. When the i...
Second screen (2nd screen) applications are among the latest of the TV-industry’s innovations to ret...
Second screen (2nd screen) applications are among the latest of the TV-industry’s innovations to ret...
Games have proven to be engaging tools for learning. Digital games dominate, but analog games are no...
TV is a medium with high penetration rates and has been suited to deliver informal education in seve...