Unpacking “Boardgames With Apps”: The Hybrid Digital Boardgame Model

要旨

Increasingly, modern boardgames incorporate digital apps and tools to deliver content in novel ways. Despite disparate approaches to incorporating digital tools in otherwise non-digital boardgames, there has to date been no detailed classification of the different roles that these tools play in supporting gameplay. In this paper, we present a model for understanding hybrid boardgame play as performing a set of discrete functions. Through a mixed-methods approach incorporating critical play sessions, a survey of 237 boardgame players, and interviews with 18 boardgame designers and publishers, we identified the key functions performed by the digital tools in these games. Using affinity mapping, we grouped these functions into eight core categories, which were tested and refined using a survey of 44 boardgame players and designers. This model defines and classifies the diverse functions that digital tools perform in hybrid digital boardgames, demonstrating their range and potential application for researchers and game designers.

著者
Melissa J.. Rogerson
The University of Melbourne, Melbourne, Australia
Lucy A.. Sparrow
The University of Melbourne, Melbourne, VIC, Australia
Martin Gibbs
The University of Melbourne, Melbourne, Australia
DOI

10.1145/3411764.3445077

論文URL

https://doi.org/10.1145/3411764.3445077

動画

会議: CHI 2021

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2021.acm.org/)

セッション: Game Design and Player Experience

[B] Paper Room 06, 2021-05-14 01:00:00~2021-05-14 03:00:00 / [C] Paper Room 06, 2021-05-14 09:00:00~2021-05-14 11:00:00 / [A] Paper Room 06, 2021-05-13 17:00:00~2021-05-13 19:00:00
Paper Room 06
12 件の発表
2021-05-14 01:00:00
2021-05-14 03:00:00
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