Remote Wavelength: Design and Evaluation of a System for Social Connectedness Through Distributed Board Game Play

要旨

Playing remote tabletop games is a fun way to connect with distant friends. Yet most systems for remote tabletop gaming lack support for tangible and social interaction, two important aspects of gameplay for most players. We are interested in how to better design systems for remote tangible gameplay that support social connection. We investigate this topic through the design and evaluation of a prototype system for playing the board game Wavelength across two locations. First, we describe the design goals that informed our prototype: “Remote Wavelength”. Then, we discuss the results of a qualitative user study in which ten friend groups played Remote Wavelength. Our findings indicate that a synchronized, tangible gameboard benefits player engagement, communication, and awareness. Our results also illustrate the value of integration across communication and gameplay systems. We conclude by offering considerations for the design of both digital and remote tangible gameplay systems.

著者
Chelsea Mills
Simon Fraser University, Vancouver, British Columbia, Canada
Denise Y. Geiskkovitch
Simon Fraser University, Surrey, British Columbia, Canada
Carman Neustaedter
Simon Fraser University, Surrey, British Columbia, Canada
William Odom
Simon Fraser University, Surrey, British Columbia, Canada
Benett Axtell
Simon Fraser University, Surrey, British Columbia, Canada
論文URL

https://doi.org/10.1145/3544548.3581142

動画

会議: CHI 2023

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2023.acm.org/)

セッション: Social and Eduation in Games

Hall G2
6 件の発表
2023-04-25 18:00:00
2023-04-25 19:30:00