Getting Hybridity Just Right: The Goldilocks Factor in Hybrid Digital Boardgames

要旨

Despite increasing interest in Hybrid Digital Boardgames (HDBs) that necessarily combine smart technology with a physical board- game, little is known about how the design of hybrid functions impacts player experience (PX). Additionally, it is unclear whether existing, videogame-centric, PX measures apply to tabletop set- tings. We designed a mixed-methods study to examine the PX of a boardgame in both its published form and as a custom HDB. We learned that players’ expectations of the “core” gameplay influence their perceptions of technology, highlighting a balance between the values and drawbacks of hybridity in relation to its impact on their sense of autonomy, fairness, and challenge in play. Our results also highlight methodological considerations for future tabletop PX studies, and suggest the existence of a Goldilocks Factor where the game offers “just right” hybridity that satisfies players without impacting core gameplay.

著者
Sasha Soraine
University of Melbourne, Melbourne, Victoria, Australia
Melissa J.. Rogerson
The University of Melbourne, Melbourne, Victoria, Australia

会議: CHI 2026

ACM CHI Conference on Human Factors in Computing Systems

セッション: Physical and Tangible Data Visualizations

P1 - Room 119
7 件の発表
2026-04-15 18:00:00
2026-04-15 19:30:00