Furthermore, the tagger might get frustrated of not being able to tag anyone and might stop playing. For instance, having a slow player as a tagger can detract runners from the enjoyment of playing since there is no challenge. However, there are several instances that can disrupt the flow of the game, or outright cause the break-down of play. Players can come and go as they please, and the game itself has no end. Upon a tag, the roles of the players switch. During the game, one or more taggers chase and tag runners. Players assume one of two roles: tagger and runner. In children’s playgrounds, tag is one of the most popular games. Eventually, these should lead to a more thorough understanding of what happens in the playground, not only regarding player roles but also when the play breaks down, for example when players are bored or cheat. We identify several avenues for improvement. Our model achieves 77.96 % accuracy, which demonstrates the feasibility of our approach. We then move to an interactive setting and evaluate the model on tag sessions in an interactive tag playground. Based on these, we present a probabilistic role recognition model. We focus on behavioral cues that differ between the two roles. In this paper, we first analyze the behavior of taggers and runners in a traditional tag setting. To this end, we need to understand players’ behavior in the playground and steer the interactions using projections accordingly. We argue that the introduction of sensing and floor projection technology in the playground can aid in providing both variation and challenge. There are many variations of the game that aim to keep children engaged by presenting them with challenges and different types of gameplay. It revolves around taggers that chase and then tag runners, upon which their roles switch. Tag is a popular children’s playground game.
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