Designing tangible video games: lessons learned from the sifteo cubes

Clément Pillias, Raphaël Robert-Bouchard, Guillaume Levieux. Designing tangible video games: lessons learned from the sifteo cubes. In Matt Jones, Philippe A. Palanque, Albrecht Schmidt, Tovi Grossman, editors, CHI Conference on Human Factors in Computing Systems, CHI'14, Toronto, ON, Canada - April 26 - May 01, 2014. pages 3163-3166, ACM, 2014. [doi]

@inproceedings{PilliasRL14,
  title = {Designing tangible video games: lessons learned from the sifteo cubes},
  author = {Clément Pillias and Raphaël Robert-Bouchard and Guillaume Levieux},
  year = {2014},
  doi = {10.1145/2556288.2556991},
  url = {http://doi.acm.org/10.1145/2556288.2556991},
  researchr = {https://researchr.org/publication/PilliasRL14},
  cites = {0},
  citedby = {0},
  pages = {3163-3166},
  booktitle = {CHI Conference on Human Factors in Computing Systems, CHI'14, Toronto, ON, Canada - April 26 - May 01, 2014},
  editor = {Matt Jones and Philippe A. Palanque and Albrecht Schmidt and Tovi Grossman},
  publisher = {ACM},
  isbn = {978-1-4503-2473-1},
}