Guidelines to Design Interactive Open-ended Play Installations for Children Placed in a Free Play Environment


Tiemstra Gordon van den Berg Renée Bekker Tilde de Graaf Mark
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

In this paper we describe a study in which we examine how children play with an interactive open-ended play installation. The idea behind open-ended play solutions is that children can create their own game goals and rules. However, what design parameters help children in being able to do this? Challenges include how to get children started with creating games, and develop rules as they play, and how an interactive open- ended installation can be flexible in including different amounts of children and play objects. We processed the observations of children playing with SmartGoals (an open ended play installation) into a series of guidelines that can be used as inspiration for the design of future open-ended play installations.

 

PlayFit: Designing playful activity interventions for teenagers


Sturm Janienke Tieben Rob Deen Menno Bekker Tilde Schouten Ben
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

Young people spend a large part of their day sedentary, both at school and at home. The aim of the PlayFit project is to persuade teenagers to lead a more active lifestyle by using digital as well as non-digital games and play. In this position paper, we describe in detail the three key principles of our vision concerning the design of game-based interventions for stimulating physical activity: playful persuasion, ambient action and play profiles. In our vision teenagers take part in playful activities and games throughout the day. In these activities, casual action is inherent to the fun experience, thus reducing teenagers’ sedentary behavior. Relevant information about their activities and preferences is stored in a personal play profile, which affects the games they play and through which they can communicate to their peers. We illustrate this vision by means of several innovative game concepts.