2021
DOI: 10.1145/3474688
|View full text |Cite
|
Sign up to set email alerts
|

More Than a Gimmick - Digital Tools for Boardgame Play

Abstract: Despite increasing interest in the use of digital tools in boardgames for both commercial and research purposes, little research has to date explored how and why these tools are used. We interviewed 18 professionals working in the boardgame industry to explore the combination of digital tools and tabletop play, which affords new experiences and opportunities for both players and designers. We generated five key themes from the interview data. Participants engaged with ontological questions about the fundamenta… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
4
0
2

Year Published

2021
2021
2024
2024

Publication Types

Select...
6

Relationship

0
6

Authors

Journals

citations
Cited by 11 publications
(6 citation statements)
references
References 23 publications
0
4
0
2
Order By: Relevance
“…We situate Dungeon-Maker as a step beyond disjoint digital and physical game spaces in hybrid games, by coupling them further through creation and destruction processes. Rogerson et al identified roles of digital tools in hybrid board games (e.g., calculation, storytelling, randomization) [73], attitudes towards digital augmentations [78], and analyzed existing commercial hybrid board games [77]. Mandryk et al [55] and Kankainen et al [46] further explored social components [64] of hybrid board games, as they mediate social interactions in addition to interactions with the game itself [35].…”
Section: Hybrid Board Gamesmentioning
confidence: 99%
See 3 more Smart Citations
“…We situate Dungeon-Maker as a step beyond disjoint digital and physical game spaces in hybrid games, by coupling them further through creation and destruction processes. Rogerson et al identified roles of digital tools in hybrid board games (e.g., calculation, storytelling, randomization) [73], attitudes towards digital augmentations [78], and analyzed existing commercial hybrid board games [77]. Mandryk et al [55] and Kankainen et al [46] further explored social components [64] of hybrid board games, as they mediate social interactions in addition to interactions with the game itself [35].…”
Section: Hybrid Board Gamesmentioning
confidence: 99%
“…With both the hardware setup of DungeonMaker, and the implemented game, we aimed to cover an extensive range of design components within the space of combining hybrid board games and (personal) fabrication technologies. To do so, we initially outlined a design space, which combined fundamental actions in (hybrid) board games [47,73,78] (e.g., motion, calculations, narration) and fundamental actions enabled by fabrication devices [12,96,106] (e.g., motion, material addition, material removal). Each resulting cell can then be used to generate (inter)actions between players and machines.…”
Section: Design Rationalementioning
confidence: 99%
See 2 more Smart Citations
“…Como fazer o jogo híbrido durar décadas quando a parte digital pode se tornar obsoleta antes da parte analógica? Essas são perguntas que outros pesquisadores na área já tentaram responder [Rogerson et al 2016, Rogerson et al 2021a, Rogerson et al 2021b, Kankainen and Paavilainen 2019.…”
Section: Introduc ¸ãOunclassified